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I did try using the new physics system, but it just seemed very overkill. I can get away with updating this quadtree every 0.5s. Maybe I'll come...
Thanks. I guess I was more talking about extremes. I realize that with jobs and burst iteration, especially concurrently, is very fast - but I...
Thanks for your reply! Very helpful. This sounds similar to my quadtree solution. I really like your idea of using components to send signals,...
I'm not new to coding, or to Unity for that matter, but I am fairly new to the ECS pattern. I've been getting my feet wet with it, and seem to be...
I haven't played with the code yet - as I don't have access, however, from the demo, most of the water effects are based on a series of values....
Ran okay here - I'm running it on low-end device and still got 30 fps; Will try it properly when i get back home. Look forward to getting this in...
So excited for this to be released. I've actually stopped working on my ocean rendering until this has been released now - as I know I wont be...
I've been following this project from the beginning after writing my own ocean shader - forked from the water4 assets. I'm working on a game with...
I am trying to do a similar thing - is there a way of writing to a texture from a shader?
After multiple methods and hours of programming to try to come up with a solution, I still cannot see a way of doing this. Let me explain what I...