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2D Sky [Released] - A Dynamic Procedure Sky System for 2D and 2.5D Games

Newer mobile devices can run with the full sky shader and there is a simplified shader included to use on older devices were performance is tight. With the simplified shader you sacrifice one layer...

01:44 PM
2D Sky [Released] - A Dynamic Procedure Sky System for 2D and 2.5D Games

Thank you for your purchase and I'm glad you are finding the asset useful.

As you found out you can indeed modify the textures. In the next update you will also have the ability to change the size...

09:46 AM
2D Sky [Released] - A Dynamic Procedure Sky System for 2D and 2.5D Games

I'm happy to announce that 2D Sky has been accepted and is now available on the Asset Store.
http://u3d.as/content/cygen-games/2d-sky

Features:

Requires 1 draw call (2 if stars are used)
...

11:42 AM
WIP Small Works Art Thread

@KheltonHeadley - Thanks, glad you like my programmer art. :)


Thanks, and thank you for the offer but I already did the UV layout before calling it last night.
48596
Going to start working on...

07:21 AM
2D and 3D Art. Size Comparison.

Let's say for the sake of argument you used the same number of textures that are of the same size and compression for your 3D version as your 2D and the only thing that changed was the addition of 3D...

04:39 PM
2D and 3D Art. Size Comparison.

Rough guess if you estimate 80bytes per vertex for a model with normals, tangents, 2 uv ssets, and vertex color a 10K vertex model would be about 780KB without compression. That doesn't count storage...

02:27 PM
2D and 3D Art. Size Comparison.

The size of a 3D scene can vary greatly. If the textures are all large ie. 1k, 2k or 4k and there are a lot of them you could very easily exceed the size of pure 2D. If you are very careful and...

01:01 PM
WIP Small Works Art Thread

Took my coder hat off today and started working on a character model for my current project. Trying for an anime JRPG style similar to what Luna Online had. Still needs UVs and Rigging and I probably...

09:09 AM
Animated Healthbar

I would try using a 2D mesh with bone animation to achieve the sloshing effect (more efficient than an image sequence) and a shader that employes some UV scrolling to make the blood look like its...

03:17 PM
How long

Well that's a vague question. There are so many variables involved it would be impossible for anyone to give you an accurate answer. For a complete noob it could take years. While it would take a pro...

04:23 PM
How much it costs to add ONE character in a fighting game

A lot of people seem to either not know or assume that making a game is only about the game itself. You need people to answer the phones, deal with coordinating the varies teams and contractors,...

11:32 AM
Highlighted Enemies... Is the culling mask the only way to do it?

Thanks, glad you like it and since it is based on Unity's original toon shaders it should run everywhere they do which means it should work on the indie version and mobile, though I have yet to test...

08:39 AM
How much should I pay for Wind Waker style graphics?

Don't forget a game isn't just a couple of characters. In a game like Wind Waker there are thousands at least of models, textures, materials, shaders, animations, sounds, etc. Even if lets say you...

04:00 PM
Highlighted Enemies... Is the culling mask the only way to do it?

After a little more playing it is now possible to show the highlighted object's highlight from behind an occluding object just like Diablo 3. :)
...

02:50 PM
Highlighted Enemies... Is the culling mask the only way to do it?

Since I was bored thought it be fun to play with this a little bit and modify Unity's toon shaders to include rim lighting effects. Here's what I've got so far.
...

01:24 PM
for() { for() }

I'm not a Javascript guy but doesn't the way you've defined your inner loop
for(var ib : int = 0; ib < pathBrainNodeCount; ib++) mean that ib will automatically reinitialized to zero for every...

11:56 AM
Highlighted Enemies... Is the culling mask the only way to do it?

Pricing can vary a lot depending how complex the final shader will be and the platform(s) you want the shader for. Will you only need one variant or multiple for different objects or platforms. And...

10:54 AM
Error when trying to open v3

Looks like you might be trying to open a corrupted project or you are trying to open a Unity 4 project in Unity 3 which you can't do. Try open Unity 3 while holding down the [Alt] key. This should...

10:43 AM
Highlighted Enemies... Is the culling mask the only way to do it?

This effect can be achieved in shader by using rim lighting. Basically you would blend in your highlight color based on the facing angle of the object's normals. So as the normals face further away...

10:37 AM
for() { for() }

Without the line number where the error is happening I can only guess which of the three arrays are causing it. If I had to guess I'd say you are hitting the error on line 35 with the pathBrain array...

09:25 AM
for() { for() }

You are incrementing nodeCamCounter to a value of one before setting pathCam for the first time so element zero will never be set.

Try changing


function setCamNode()
{
nodeCamCounter++;...

08:41 AM
Split at the Top.

I'd argue this point. Unity is absolutely made for hobbyist. Unity Pro however is targeted for the serious hobbyist to professional and I can think of a lot of hobbies that cost a whole lot more than...

06:30 PM
Null Referece

You're getting a null reference because you are never initializing your array.

Either use


public GameObject[] party = new GameObject[4];


if your array size will always be 4 or use a list...

06:11 PM
Post-processing-like effects in surface shaders?

The affect was achieved using a single pass with all lighting disabled and only the baked lightmap for lighting information. The post processing is applied via the same shader with different setting...

07:32 PM
Post-processing-like effects in surface shaders?

I experimented with this a while back and made some posts about it in the Art WIP thread. It is possible to get it to work on mobile devices if you are careful about how many objects use this type of...

05:40 PM
 
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