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OK, so I didn't forget about this, some life stuff just happened, then I got to actually implementing it along with some other visual flare This...
So I've been doing battle with this for the last couple of days, and after remaking my texture from scratch a couple of times, rearranging the...
OK, I can understand this solution, but the trouble I have is that I'm not sure this works with a normal map The thing I like about this UV...
Oh man, this tutorial is a blast from the past, that must be Unity 3, he's even still running Skype, ha ha. I kinda love it The only problem: the...
The best way I could think of to show you what I have going for my texture. https://youtu.be/hzLJtcSGkwc It's supposed to be a little blurry,...
I'm doing a low poly art style game, and theres two situations where I want to use an animated texture on a model One situation is doing a simple...
Well, this is kind of an anticlimactic solution, but either way, thanks @Kurt-Dekker for helping me through this
OK, so I experimented with this, and for some reason, it feels like it over constrained it, because the previous behavior went away, but it was...
OK, so thats kind of the secret sauce of this style of camera If the reference frame shift is constant, when you change camera angles abruptly...
I'm getting Horizontal and Vertical from the respective Input Axes, something like this: horizontal = Input.GetAxis ("Horizontal");...
Well, the Well, in the universe that this game takes place in, alcohol doesn't exist, so clearly it's gotta be something I did wrong So I tried...
Well, the amount of time between frames is kind of dependent on the hardware, so those points are gonna be more spaced out on a slower machine,...
TL;DR: My character swerves in unintended directions when coming to a stop sometimes, but only sometimes, and I can't see an obvious reason why....
I'm not sure I fully follow all of this I know my camera already sorta does some sort of dot product type deal to referential shift the player...
Is this in 2D or 3D? I assume 2D? Are we talking top down? Iso? Side scrolling? Might need a few more details to get a better sense of what you...
TLDR: How do I make it so I can multiply the X and/or Z axis by 1.777777778f for the movement of my camera target, based on the camera's current...
So the question I have now is can I merge the 2 layers of UVs into a single layer? And will that even solve my problem? I'm not even really sure...
Nah, the other parts are just the pieces like the skirt and pauldrons and the sheath for the sword, stuff I wanted to have move along with the...
Is there a way for me to fuse these two sets back together into a single UV set, so theres no way for it to get confused? In my hierarchy or...
I know I did, I did it in Probuilder before the initial export. You can see what it was supposed to look like in the image in the first post. And...