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When using unity HLSL functions such as TransformObjectToHClip and drawing using one of the procedural APIs, how do I supply the world transform?...
Hi, I'm new to URP and shaders and I'm having problem understanding how to render a geometry using a world transform. This is my current setup....
+1 ARM LINUX support, our company is currently considering switching to Unreal Engine for using the Xavier platform in one of our upcoming projects.
Well, 1 year after I'm also experiencing this issue in my game. My current test scene is a setup with 32 "tank" objects, When tanks idle I'm at...
Ok, fair enough, I was hoping unity provided a similar API for picking against meshes without any PhysX involvement at all. You have convinced me...
Hi Invertex, thanks for the feedback! I figured instead of transforming the entire mesh data into the projectile space I would instead transform...
I would prefer little to no overhead since each tank would need atleast 2 of theese colliders in average (turret + hull), so having to use 2...
Thanks for the feedback francois85 but thats not an option for me since I would need thousands of boxes and I also need to support slanted surfaces.
Hi, I'm currently trying to implement hit detection for a tank game. Tanks are rigid bodies with a simple convex MeshCollider, however for hit...
FYI, found a solution. In (4): var projectedY = perspective.MultiplyPoint(new Vector3(0f, y, range)).y; I must add the relative offset for my...
Try setting the texture filtering import option to either "point" or "nearest neighbour", I don't know what Unity calls it exactly but it should...
Who are you? Industry What kind of game are you trying to build or would like to build? Large outdoor visualization for real life training. How...
Hi I'm confused regarding world to screen transformations. I'm trying to render a HUD that shows various markers to aid the player when elevating...