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My idea: Generate NavMesh, then set up points on the boundary of navigation. It's not good, because all of points on the boundary. So, Is there a...
Other versions are normal except unity 2020 !! [ATTACH]
It may help you [MEDIA]
https://github.com/Unity-Technologies/NavMeshComponents/blob/master/Assets/Examples/Scripts/LocalNavMeshBuilder.cs static Vector3...
https://github.com/Unity-Technologies/NavMeshComponents/blob/master/Assets/Examples/Scripts/LocalNavMeshBuilder.cs...
https://stackoverflow.com/questions/48845853/how-to-get-navmesh-polygons-in-unity-3d var navMesh = NavMesh.CalculateTriangulation(); Vector3[]...
I can't find their difference by API doc.
I got the answer, my own material replace the standard material, then fixed it. [ATTACH] But I don't know why. Does there need any special...
My test code is as follows: using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; public...
Recently I have been quite busy, sorry, I forget to reply. I modify the code like this: float phi = 0; if(originalPoint.x!=0 || originalPoint.z!=0...
This is simplified version without light, the wave center is (0,0) Shader "Water/CircleWaveHasHole" { Properties { _Color("Color",...
How did you solve it?I have this problem, too。