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Thanks! Transform.RotateAround works also very well for this purpose.
Hey! When I have a bundle of parented objects and set the rotation of the parent object in the editor it chances the rotation AND the position of...
Thanks! I additionally have experienced that lighting is very costly too, especially when the shader has to deal with many triangles.
Hey, I have a more general question. Which elements of a shader have a significant effect on the render performance of it? What for example...
Thanks! Yea, I was afraid of this. But it would be cool to have more controll over the syncronisation of these functions, but maybe that's not...
Hi! Here is the problem: Let's say I have a main function that calls a other function which does a heavy calculation in a loop: function...
Thanks! I found something helpful in this topic: http://www.gamedev.net/topic/594132-help-with-terrain-splat-shader/ One guy suggests to blend...
No one ever wanted a terrain with more then 4 Textures? ^^
Hi, the TerrainFourLayer-Shader from the wiki (http://www.unifycommunity.com/wiki/index.php?title=TerrainFourLayer) works wonderfull with my...
Oh! Ok, now this is a obvious solution *ashamed* Thanks for pointing it out =)
The problem might be that transform.GetComponent(FixedJoint).connectedBody doesn't work when the object has attached more then one fixed joint....
No idea?
Heyhey, I want a function that connects all the objects in the near surrounding with my object, using fixed joints. Here some code: arr =...
Thanks for the answer! So, basically you take this shader http://www.unifycommunity.com/wiki/index.php?title=TerrainFourLayer and generate,...
Heyhey, is this -> http://www.cprogramming.com/discussionarticles/texture_generation.html or something similar possible to do in Unity? How it...
Yea, I thought to do something like this! It would be a "intelligent" joint then. I'll try it, thanks for the hint =)
Heyhey, I try to accomplish this joint behaviour: It's basically a fixed joint mixed with a little spoon of a spring joint. At low velocities...
Yea, obviously a trial renderer would create such stripes. But it would need a nifty code steering the trial to look really "windy". How about...
Heyhey, I'm wondering how I would accomplish a toony wind effect, similar to the one Zelda Wind Waker uses:...
Oh, I see, there are many ways to do it. I'll find the best fitting one for my needs, thanks =)