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I think I found the issue. It's because when the dynamic track snaps to the static track, I am invoking an event to call FindNearestPointTo(). But...
How come the code below doesn't move the character at the velocity of the Kinematic object? Is there another way to match my character's velocity...
Hi there, I'm trying to accomplish similar function. It's a track that takes a gameobject and moves it onto another track. I want to accomplish...
I want to achieve darker shadows outdoor while still having the same highlight intensity. But I guess using post processing would do in this case....
I've finally figured it out. I rewrote all the code. Took the concept from @Owen-Reynolds and the answer here to make this all work. [SPOILER]...
I basically had to remove a bunch of stuff and replaced it with a much simpler solution. I followed the answer here. [SPOILER] I had to offset the...
Thanks! I do calculate the angle with //Calculate the angle from face to snapDir indicating axis to prevent rotation flips. _angle =...
Well it does cached the transform.localEulerAngles, but since the axis flip when reaching above 180 or below -180 line 32 to line 55, flips it...
I'm setting the rotation directly by getting an _angle like above and adding this _angle to the localEulerAngle. void...
I have two direction vectors that I get by caching the initial targetDirection to the updated one. _targetDirection = target - transform.position;...
I'm falling into the trap of premature optimization. Thanks for getting me back on track!
Thanks! I had to cached the initial eulerangles as well to create the offset angle. So is using if/else the only way? I feel like it could be...
Nope, I have a Playerdata class to save all the info I need. I parse the info to the DataManager class, which updates all relevant objects to the...
I'm having trouble creating a crank like mechanism in a 3D space. Below is the code that works, but since I'm using transform.RotateAround(); for...
I can't believe I haven't tried that first. I already have H-trace and tested it in another project before. Well there goes all the research....
Is it possible to have 2 global volume with Indirect Lighting Controller controlling different light layers at the same time? Currently which...
Well here's the result. I tried LPPV, but the blending isn't great. I guess this might work in a higher detail environment with more light probes...
Huh, I can't use raytracing, but I thought SSGI doesn't support reflection probes? [SPOILER]
Problem with adjusting local volume is if you stand in a lit area with indirect multiplier turned on, the rest of the tunnel will become bright....
I found part of my answer with this video of The Finals. RTGI is what they use to achieve this. Not sure if you need to bake realtime lightmaps in...