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Hi @Catsoft-Studios I sent you a PM with a few questions.
Thank you!
Hi @Catsoft-Studios , are you able to also reply to my questions please, I would really appreciate it. Happy if you prefer to send it as a PM instead.
Hi @Catsoft-Studios , I have just discovered this great asset and I am looking through all the modules and features, very impressive stuff! Thank...
I have been looking online and experimenting with a few different solutions when I realized that using an invisible shadow caster might be all...
Sure I'll try that
FurthestBone appears to be updating correctly, but highestBone always stays as the head bone even during an animation where other bones become...
Hi @Kybernetik & @Olmi , here is the full script and yes it is running in update. When I select a head, spine, arm etc bone and watch the position...
I am trying to loop through a character skeleton at runtime and determine which bone is the furtherest from the root bone along the y axis. I have...
I would like a simple (black and white) way of showing the player when their charatcer is hidden or not from AI. To achieve this I would like to...
Ok I worked out the issue. I was testing it with one of the textures not assigned since there will be times when one or both textures will need to...
Ok sorry, thank you that helps a lot, I wasn't sure about that part. Unfortunately I am getting an "Array size must be at least width*height"...
Thank you very much. I have worked out pretty much everything except for this part. I am doing the following to get the pixels of the alpha...
Oh ok I had thought that perhaps this could be done via the legacy texture combiners, though I must admit I haven't used them yet. I'll try the...
No sorry I meant that it appears they are both rendering in 1 set pass each.
I have a simple shader which has 2 alpha textures (_Alpha1 & 2) that work together to make the final alpha. I have another empty slot...
Yes there is only a directional light in the scene, so I had assumed that the new 2 pass shader we made would be 2 set pass calls, while the...
Sure that helps a lot thank you for explaining this. I have been looking at the stats for the 2 Pass shader compared to the original single pass,...
Thank you that's ok, I should be able to put it together. ;)
Thank you @bgolus that has done it! Thank you so much I never would have worked that out. One final small question; I have noticed that if I...