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will try that thanks!
Yes, pretty much that without the god rays filling up the entire room.
The whole portal is a particle effect? Or is it something added on top of the emissive material? If possible, would you be able to tell me what I...
I do realize that the title is confusing, but I couldn't word it any better. an example would better explain my issue: the whole map is basically...
here is the chunk of code i am working with: private void Update() { RaycastHit hit; Ray screenCenterRay = new...
Sounds good, thank you! This approach probably would never have crossed my mind otherwise.
For context, I am currently making my scene manager, the bare-bones version of it, at least. And after making it I wanted to make useable doors to...
I have a basic room setup, trying to get the lighting right before everything else. for reference: [IMG] the lights are just emissive materials,...
do I keep the light probes without the metallic in that case? or can I achieve the look I am after without it? sorry didn't go back home yet to...
metallic and smoothness to about 0.8 yes, but even without the metallic. it didn't look as I expected. will setup lights and update.
It was just for testing purposes, I figured that it would be easier to visualize the visual anomalies with just a spotlight.
Well, to get it out of the way, I am not even sure it is the light probes I should be using. I am trying to achieve this sort of look, I've been...
Problem solved, thanks a lot.
This is a pretty stupid question, my maths is probably wrong or my understanding of the function is wrong but I can't quite put my finger on the...
but since the WeaponData itself will depend on the type of the weapon, wouldn't that make the whole thing a bit repetitive and a bit...
I think I didn't express myself in a way that would get my point across, I don't mean optimize as in change it to run faster, but more like set it...
The way I want to create them is like a scriptable object, but obviously I need some functionality as well (shooting/reloading if ranged,...
The way I envision it is basically the following: 4 arrays of prefabs each array is for prefabs with a certain amount of doors/paths that will...
your question got me thinking about how to explain my problem, initially I couldn't even figure out what I was trying to explain, but trying to...
I think explaining the situation would better explain the issue. I currently have an inventory system with its UI script counterpart that...