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Thank you very much for the feedback, Martin_H! I think you're right, and I'll be focusing on these kind of design decisions as a top priority in...
I'm able to adjust the physics timeScale to speed up/down the simulation, but the nature of the learning algorithm is that it requires a lot of...
Hi everyone, I've been prototyping an idea for awhile now but have come to a bit of a crossroads, so I thought i'd take a step back and share what...
Here's a video that I recorded a little while ago but didn't post -- It demonstrates how multiple training sessions can produce quite distinct...
I recorded a sample walkthrough of the project in its current state. These are much longer videos than I normally post but they go into a lot more...
Thanks guys! I've been out of town for a couple weeks but am back now. I'm planning on developing a cleaner, more thought-through implementation...
Thanks! here's a video I put together today to show an example of body mutation. Right now it's very sensitive to the mutation settings so it can...
There might be better options, but you could look into Graphics.DrawProcedural() along with a computeBuffer that you populate with your vertex...
Been a long time since updates, so here's a quick recap of what's new: -I finished implementing the new Brain type (based on N.E.A.T), adding...
I'm currently working on a project that will end up using a lot of (mostly dynamic, but some static environment content) procedurally-generated...
This might be a dumb question, but I've done a bunch of googling and it sounds like Unity 5 and PhysX 3.3 should support multithreading. However,...
Procrastinated for a little bit and worked on the Brain visualization: [MEDIA] This weekend i'll go back to integrating the new brain-type by...
Thanks! I'm definitely planning on releasing it but i'm still pretty far away from that at the minute -- I'm still just working on the...
Just a small update, I finished hooking up functionality for a bunch of Add-Ons, that I hope will make it possible to create a wide range of...
Not sure of your exact needs, but usually in cases like that I think games typically use a floating reference frame to keep everything near (0, 0...
Ok, turns out there was a problem with saving/loading of add-ons, so I had to rewrite the way I handled that, but it's working now and I've...
just a small update, got saving/loading of creatures working -- used a plugin for this to save some time (so I can move on to hooking them up to...
Back from the dead! I've gone back to the drawing board and the past month or so have been working on a much-updated Creature-Builder system. The...
Looks great! I'd love to hear what kind of control scheme you were using to control the joint motors on the cobra in the latest video if you're...
Not sure if this is relevant to your issue (but it might be), but I was doing some testing on OnTriggerEnter/Stay/Exit() and noticed something...