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Goodbye Unity, it's been nice. Hope you find your paradise: [MEDIA]
Hello, I have a need for a texture2D array to be persistent and writable on the GPU via compute throughout the lifespan of the program, however,...
Look into splines. There are some good free tutorials with code for this. E.G. https://www.youtube.com/results?search_query=sebastian+league+curves
Try stencil buffers. [MEDIA]
The reason why clipping happens is because any value in the shader that's higher than 0.5 will loop back from -0.5. E.G. 0.7 will be treated as...
https://forum.unity.com/threads/nvidia-physx-plugin-preview.645004/
This isn't possible with the default PhysX physics engine Unity's using. The only bits of library exposed for baking a mesh collider is...
[MEDIA]
The only code i remember with the PaintContext is from @jister. https://forum.unity.com/threads/runtime-terrain-deformation.808995/#post-5368584...
The PaintContext fills a 2D texture with heightmap data from a terrain and it's nearby terrains. It then allows you to distort the gathered...
The paintcontext already handles this for you if you paint the terrain with it....
Unity is using a chunked quadtree LOD algorithm which doesn't use tessellation for transitioning between different LOD levels. The LOD of a...
Found a really nice talk regarding my questions, which explains the infrastructure of caches in layman's terms. [MEDIA]
Hello, I have a few questions regarding NativeArrays. 1. In this video, at ~7:45, the commentator describes how data layout looks like when using...
2019.2 docs don't have this as an option https://docs.unity3d.com/2019.2/Documentation/Manual/terrain-SetHeight.html 2019.3 has...
I haven't worked with the PaintContext for quite a while, but about a year ago I remember the way it calculated its size by the passed parameters...
Hello, I've been in the works of creating a runtime heightmap manipulation system. Over the months of development I've isolated the biggest...
You can make the terrain into a rectangle via changing the terrain size, however, the resolution of the heightmap will always be the same for Z...
You're trying to apply a bigger heightmap than the current heightmap resolution of the terrain. The fault is in the 12th line. float[,] heights =...
@benthroop after searching for about 2-3 months for this, i concluded that Unity does not offer a way of synchronizing heightmap data on even a...