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Same issue here. In a previous engine I was using I avoided the issue by creating a dds with the correct number of mipmaps, but Unity doesn't...
This is likely because of one of the site-locking techniques I was messing with (as described in the Unite07 Developing Content for the Web...
I've been messing with some procedural terrain generation algorithms recently, here's a quick demo showing it in action: Terrain Gen Test
Ah, k. That seems sensible.
That's a fairly small chunk size. My calculations and experiments suggest 16x16x16 is possible with a single mesh, assuming worst case (based on...
Just imagine your kids are in the back of the car pestering you with homework questions.
Just wanted to share a quick prototype I threw together - block-based world editing on a spherical planet: GeoMod [img] If you add a...
.Net has a BackgroundWorker class for this sort of thing - it is part of the Windows Forms system though, not sure if it can be used in Unity.
Here's a quick and dirty video demonstrating the simple visual editor I created: http://www.youtube.com/watch?v=hYNnUw1ry-Y
I actually made a tool along these lines at one point. :) Anyhow, here's a use case: A player moves towards a door and is told that they...
My understanding is the actual world state that is transferred across the internet is ~300KB. The Love client has all the meshes and the logic to...
This is a viewer I put together for displaying world exports from Love, an online game where players and AI can alter the world during play....
But you don't have to render to a texture. Just to the screen twice. Hence, no Pro.
Shouldn't need a render texture. Just need two cameras, render the one for the reflection first, and then render normal camera over the top. But...
If your character is using a CharacterController for collision, I would recommend using it rather than a ray - specifically the isGrounded...
void Update () { FindInput(); ProcessMovement(); HandleAnimation(); if (thisIsPlayer == true) {...
I've submitted a bug report (299223_5an0sf24), but just to summarise: Simple one scene project. Single button is displayed, when clicked it...
Hmm, you could probably take it to the logical extreme and dynamically stretch the collider so that it is as long as the distance the bullet is...
In brief, you are trying to create a Seeker here, when instead you should be getting the existing Seekers on your Tanks. If your javascript...
I use Visual Studio, it works fine. You don't tend to use the Microsoft libraries much, and the ones you do are basically identical in Mono...