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2023.2.17f1 still only has two parameters for this method. So I dont know about what cout parameter are you talking.[ATTACH]
Is there any way to play .mkv h264 video files on windows platform? Without using 800$ players. Its 2024 and there is still no support for most...
Well. I am unable to sync audio with video using this method in 2021.3.0f1. With some techniques it can stay in sync for an our at most. But it...
No. It has only 2 parameters in 2021.3.0f1[ATTACH]
It is simple Shader.SetGlobalVectorArray("_SamplePoints", points) where points is Vector4[] with all fields greater than 0. In shader I have...
Also sometimes next sample batch arrives AFTER currently available samples end. So there is a gap in sound between samples available events.
Anyone? Someone? Maybe there is some example how to use this API only mode to capture samples and then sending them to AudioSource and keeping...
So I have encountered what seems to be a bug. In my shader I have a variable float4 _SamplePoints[15] that I fill from script at start. But all...
So Im trying to use VideoPlayer's audio API only mode. I get it to work, I get samples and can then play them. BUT! SampleFramesAvailable...
Thanks!
Thanks! Will research. What are Erin Catto’s Box2D slides? Publications from Box2D site?
What determines what percentage to substract? For example I have a Box with a mass of 1 moving parallel to the surface in contact with it at a...
Im struggling with this. Given I have some velocity vector3, acceleration vector3, gravity is 9.81f, mass is 1f and static and dynamic friction...
Yeah, sorry, missed that it is disabled. Will check in newer versions.
Stop! Have you looked what colliders does overlap detects? I see you have collider on your Sphere. Remove it and try with collider only on the Cube.
Very interesting. Maybe it was fixed since 2021.3.0f1? Will check my project in newer versions.
My setup is convoluted because this behaviour of cast returning true and overlap false only occures on glancing trajectories, when raycast will...
Yet again you haven't looked at my code closely, or contradict to yourself. You say that hit.distance is the distance to the point right before...
First - thats exactly what I do. If you really look into my code you will see it. It detects a hit, I place overlap sphere at hit distance from...
My result: [ATTACH]