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I'm thinking about getting this, but I'd first like to know if it works with Indie - similar things I've found all use render textures which don't...
I've also run into issues with particle bursts when using Time.captureFramerate - particles firing in the wrong position and direction - which...
Instead of putting so much effort into getting the automatic mapping working, it would be better to just manually unwrap it.
This is really cool! The repetition is still quite obvious though. Is there a limit to how many cubemaps a pc/mac-only version could have, if you...
I think the ship is just kind of on a path there and the player can sort of offset the position of the ship by a limited amount. So maybe you...
Hi. I should begin by saying that I'm a 3D artist and animator rather than a coder. I've imported a character model with 25+ animations. Now I...
here's a series of lessons that anyone with an interest in making pixel art should look at(it's quite famous, you might have already heard of it):...
You say you tried physics, what exactly didn't work? I think it should work with a rigid body if you constrain translation on the X axis(so it...
I think what you're describing is Inverse Kinematics. Unity only supports Forward Kinematics.
I believe you can also just do function Awake() { Destroy(gameObject, 3); }
I love the mode stuff, I really missed my separate pose mode for skeletons when trying to switch to Maya. Couldn't believe I couldn't just edit a...
ooh, I'd never even heard of that, it looks pretty cool.
You probably mean Mental Ray, but you still need 3D software to set up a scene and send it to the renderer. I'd hardly describe what Mental Ray...
I haven't used or even heard of 123D, but it seems obvious to me it has to be a fairly limited product, otherwise Autodesk would just be hurting...
Wait, why not just let Unity calculate the 2nd set of UV coordinates?
Thought I should probably mention: Blender was only used for animatics, not for any actual efffects in the film itself. If you want a good idea of...
There weren't when I switched. And I wouldn't have used that option anyway, because any tutorials will assume you're using the default settings....
I also switched from 3Dsmax to blender. Took a few weeks to get familiar with the interface and the hotkeys.
I agree, the normals appear to be facing inwards. To fix them: select your walls, go into editmode, select all, and either click 'recalculate'...
Also know that keyboard shortcuts work depending on which window your mouse cursor is over, that can be somewhat confusing to new users, I think....