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Finally got it, just a bit smoother, did not get what i wanted but someone in blenderartist gave me the mesh as i wanted
[ATTACH] I dont see that image, just this
Where is the Apply button in blender? i used subdivide in the Mesh - Edges - Subdivides
I dont know what is the subsurface modifier
I have made a very high defined half cylinder and when i see the model in game it shows as very low poly but it is very defined actually, it has...
I want to move one sphere following the shape of a half cylinder, with arc shape, how this could be done?
i am trying a different approach now, not using particles, just want to know if clear should clear the particles emitted by the Emit method or...
I am using raycast to hit a mesh collider and it just hit when has active the convex option, which is not useful as i need it without that.
I am using the Emit method of the shuriken particle system to create single particles, and it works fine, but i want to choose when destroy them...
How can i render a trail for the object making the parabole in runtime?
I am launching an sphere and it is not rotating,and it is not child of any other object rotating, i have set the trail renderer width to 30 and i...
I want to get the distance from source to destination in the same shader, for instance the distance from water to something under the water. I...
I am reading about depth buffer and i see it is the distance from camera to an object but have no idea up to what object, what happens if an...
I have built the game as standalone using multiplayer with ulink plugin and i get this error randomly in all clientes, some times it takes a long...
I would like to make a monster with many tentacles and those tentacles had around a foam on water, no matter how deep is the water, as it could be...
Nice reply, thanks. I would like to make a monster with many tentacles and those tentacles had around a foam on water, no matter how deep is the...
I want that a mesh like a water plane detects the distance to every vertex of another mesh, like could be a shoreline for instance, that can be done?
I want to move an object in a water plane but considering the terrain above the water height as an invalid path, with navmesh this does not work...
I checked deferred shading works for point lights showing shadows but not for spot lights, i can see as my spot light just go through the cube...
It seems to be the model, i see unity5 does not show the collider in the scene and i tried just changing to a different collider and the raycast...