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Sounds great, thanks. I made one barrel for testing, so I'll wait for the update to the package. Since this is the free PBR package, I was using...
Hey, I'm trying to figure out the exact process to procedurally generate a barrel. The video no longer matches the contents of the package and...
For two substances, it looks like it's holding 250-300 MB RAM during the export process. Running the profiler (with Profile Editor set) shows the...
Maybe I'm just projecting. I'm building my own system and so this work is not necessary for me. I perfectly understand that you can work on more...
This is cool and all, but each dev who is making an RPG is probably rolling their own system. I don't see this being as flexible as necessary for...
Basically, there are standard blendshapes for making a face be able to emote and show phonemes. If those are in the shapes collection, they can...
Here is my version of this in Unity 5.6. Much easier now: using System.Collections; using System.Collections.Generic; using UnityEngine; using...
Will the Morphing Update include the facial blendshapes that will allow emotions and lip syncing? I use Rogo Digital LipSync and it would be...
One quirk I saw in my testing was that the parent node is destroyed when UncombineMeshes() is called. This is a bit weird when the user provides...
I received the beta modification, Georges. It works like a champ. But now that I have tested it (and I should have tested this better before I...
Very cool, thanks, Georges!
For me, I am using the RMB via scripting calls, using the GameObject array to batch specific groups of objects. I plan on having up to 512 of...
Just purchased. Looks great. How about adding a parameter that is a GameObject reference for the parent of the current batching operation?
Also, it would be really nice to have a global toggle to enable/disable the whole system. Unless I'm missing something, it looks like the only...
Hey, @frenchfaso, love the tool. I made a small performance change for instantiating large amounts of objects. In IOClod.cs, mark iocCam and...
No worries. The project is a bit of a mess right now, lots of cleaning and refactoring going on as base architecture is getting built in. Thanks...
OK, in the midst of getting the project into a state fit for others to view it, I figured out the problem. My objects had two colliders on...
@frenchfaso, I'm wondering if the OC raycasts should come from 5 points in the view frustrum instead of only from the camera position. Correct me...
Thanks for the review, @frenchfaso! Works great now. I determined that I don't need the tag system and cleaned up the other bits. Fantastic...
Thanks, I have started a private conversation with the share link.