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So, what is the best approach to modular clothes? I'm making the armature in blender. 1. Make one .blend model with armature and every piece of...
Thanks, there are 6 layers of textures, they are not very big though, 64x64. Does the size matters in this situation, or the mere amount of textures?
I want to create shader that will put face parts textures on a face. Different eyes sets, different noses etc. The way I choose to do it is by...
Wow, I didn't realize that an Object could be a Component. So yeah, future me, instead of Undo.RecordObject(gameObject, "variable change"); use...
I've added this two lines above variable changing, yet when I press Play variable once again is 0. No other script is making this variable go to...
This is only part of code from my custom Editor script using UnityEditor; using UnityEngine; public class CharacterEdit : EditorWindow {...
I want to export Blender rigged models to Unity. There is one armature and many body parts connected to it. There will be many many more different...
Is there a way in Unity to just save whole state of scene and load it? I thought it would be something build-in, but I've started reading about it...
i think I said it wrong, basically I want a global variable to automaticaly update shader property for every object that have this shader.
Is there posibility of getting position of certain object in shader graph? I have wall shader with Vector3 variable in it (lets say it's position...
That's sad :( I choose not to use transparent material for walls and instead just disable upper part of wall when it is in the way of camera
I'm using LWRP Simple Lit Shader with Transparency. No matter what blending mode I use, those two walls are always overlapping themselves in...
What do you think is the best approach to make kind of fog of war as illustrated below? Rendering in 3D only those parts of objects that are...
That was the case, thanks :) If newCamPos.x was more than 0, I change this additional Vector x to 180 and all works :)
That really kinda work, I put Vector3 newCamPos=transform.InverseTransformPoint(Camera.main.transform.position); newCamPos.z=0;...
So I'm making a table that has four billoard legs. Each one of this legs should be detachable and have it's own box collider. That's why I make...
That was brilliant, thanks :) Got it working with public enum Direction { LeftForward, Forward, RightForward,...
Right, but that's Quaternions and i can't just break them into three simple axis'es, and I think I need that to check range on two axis'es
I was trying to get the direction first with the camera staying in one place, but had no luck in it. My billboards are working as intented, but i...
I could make an Vector3 array with those points, check them every frame and then iterating trough them check which one is closest to the camera....