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It works! :) Thank you very much, sir. Demo is updated
Hi, i'm trying to figure out how to slow down depentration of overlapping colliders. In Unity PhysX there is a parameter MaxDepenetrationVelocity,...
Wow, you solved the problem perfectly, now the given jump height is reached at any frame rate. I'm lacking some kinematic formulas, have to dive...
There is a simple formula to calculate initial velocity from given jump height: initialVelocity = Mathf.Sqrt(-2.0f * gravity * jumpHeight); But...
Hey, just tested on Windows in Chrome (GTX 1060 6GB) I don't know how WebGL is handling 4k displays, but i assume it is trying to render 4k :)...
Hi, here are my results for iPad Air 2 (both Safari and Firefox(few frames faster)) Dynamic Texture Blending ~10 fps when tapping, 20 fps without...
Hi, have you found a workaround without splitting mesh in chunks? Because this one looks just perfect :)
Now I see that this is common problem, I never used transparent 3d models and didn't know about. It looks great, I'll follow your posts. Your...
Your script makes mesh very smooth, it looks cool. But it still has issues with transparent material (if set opaque, no issues). Alpha is not set,...
Thank you guys, I baked unstretched X,Y to UV1 channel, and Z,0 to UV2 channel and used your Shader Graph example and with just "stretched color"...
omg, you are right, my method would just overwrite vertices colors and I'll have to add additional vertices to not get gradient on unstretched...
Wow, this is really cool, thank you for your time. I took a look at your approach but unfortunately in my case i have already stretched mesh (i...
No, I have just blendshape animation, so I think I have to calculate polygons area size (distance between vertices of polygon) and if size more...
Hi everyone, I want to stretch mesh and set alpha to stretched area, is that possible? I've found some video for example [MEDIA] I would be glad...
[IMG] This is what i get. Tesselated, but not smoothed
Hey guys, I was trying Phong Tesselation and Fixed Tesselation shaders from https://docs.unity3d.com/Manual/SL-SurfaceShaderTessellation.html and...
Unity 2019.4.1 URP 7.3.1, 7.4.1 I have two Cameras and use Camera Stacking, but if I enable MSAA, base Camera turns black on Iphone 6 and Ipad...