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Great, thanks!
Hi, I've been trying to implement the setup used in the "Combining IK Solvers" tutorial. Using a Aim IK and adding a couple of constraints on top....
For anyone who might come across this thread, using: transform.forward = cam.transform.forward method for billboarding you only need to set the...
I've been trying to create a skewed billboard effect with the base of the quad (bottom two vertices) staying in place on the Y axis and the upper...
I've been messing around with different approaches to implement a skybox and i'm trying to find more info on some common ways from the early 3D...
I have tried a couple of ways to add extra velocity for a launchpad based on the example scenes. But it seems that the velocity that's added is...
So it's pretty much the final cast to see if the motor can move there. I put it in now, and it actually works allright with the given position of...
I'm trying to implement a ledge grab as well, I have two raycasts (forward, down) and two capsulecasts (up, forward) to detect when and where to...
Thanks for explaining, the render queue makes sense now. I forgot to disable the built in skybox at first which made things very confusing.
I'm recreating the type of skybox found in early 3D platformers. A sort of diamond type shape following the player object's camera. While I'm not...
Amazing! Thanks for explaining it so thoroughly, very interesting. It was pretty hard to find any information at all on this particular effect so...
Hi everyone, I posted this on unity answers too but it might be a better question for the forum. I'm trying to replicate the fake shadows found...
Nice. It compiles, needs "i." infront of dotproduct at line 34.
I must say i'm far from a shader guru and am trying to figure this all out by trial and error myself, so i can't really help you with your...
I actually posted a similar question on the unity answers portal yesterday....