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Hey, Remy. At this point, it's hard to find a mac that doesn't meet the recommended specifications. Any new mac bought nowadays is several...
Okay, no one is posting anything here, so I figured I'd post my latest and greatest. I posted these a minute ago in this thread:...
Something terribly odd happened. I took the modified RTT camera script I made and used it in a new scene that wasn't already set-up for RTT (I had...
Okay, if I knew how to write a script to make something mimic, upside-down, the translation and rotation of another object relative to a plane...
Exactly.
I'm using something similar to Yoggy's portal technique (using the same shader in fact). What it does is make the "portal" object render as...
I'm trying to figure out how to make non-RTT reflections like those seen in the original "Unreal" and other games back in the day:...
That's good to hear. Well, actually, they do. Or at least most of the ones I've played. That was me trying to avoid "snapping". The intent is...
Okay. I am still absurdly inexperienced in matters of scripting and such. I'm trying to add basic crouching functionality to the FPS Walker. After...
Okay. Here it is. A web-player and unity package of my procedural smoke. Use it, modify it, do whatever you want with it.
I'm actually having a bit of trouble. I'm just starting to learn the shader language, and there are a few things I can't seem to figure out: This...
Check this out. It's an example of smoke with a moving fractal texture. To add an alpha channel, I used the VertexLit (seperate alpha) shader from...
I'm not quite sure how the shader handles the texture, but it seems to be a planar projection. The problem you're having is that your 3D app loks...
To access the incidence gradient you look in Standard Assets/Water/Sources/oceangradient. If you bring that into Photoshop (I'm not sure about...
You don't need to touch the shader. The alpha is controlled by the "oceangradient" image's alpha channel, which you can easily alter in Photoshop....
Alright. I've been tinkering with shaders, and I cannot figure out how to use an alpha texture separate from the main texture's alpha channel....
The mesh started out as a flat plane about 60x60. In Lightwave, I used the SubPatch tool, applied the displacement map and wound up with 28,800...
I probably should put this in a different thread, but a lot of people have asked me about this. This is how I made this island: [img]...
Here's a preliminary screen of my current work-in-progress: [img] It uses the transparent water for indie from this thread (thank you very...
How would I go about making a transparent versoin of the non-reflective/refractive water that comes with Unity indie? I've been using unity for a...