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Hi @d_windflow and @kaniballo, I recommend checking the GitHub issues, as I do not monitor this thread as frequently these days. We have an open...
Eventually, I'd like to. My schedule has been pretty packed though, so contributions appreciated!
Yep! It's open source now: https://github.com/fluviofx/fluviofx
I wouldn't say Unity has been sitting around. Maybe they haven't said much publicly, but not only is Unity a member of Khronos, several employees...
Hey VFX folks (pinging @PaulDemeulenaere specifically since we talked about this issue a while back), Has there been any progress or plan on...
I hope this means array attributes as well :)
This works by setting the original position, but not moving the particle after that.
Yep, I ran into this too: https://connect.unity.com/u/lily-montoute-1-1-1-1-1-1 All of the old URLs 404 as well. This definitely needs a fix.
Pretty sweet. Congrats on launching this! Is this a full-on offline grid or particle simulation + meshing? You mention AI acceleration, would it...
That was me! :)
If you'd like something simulated, take a look at FluvioFX, which is both free and open source (shameless plug, I'm the developer):...
To add to this, being able to specify ReadWrite flags (for SetTexture & SetBuffer) would both be fantastic.
If you are looking to write your own nodes in C#, the API isn't public yet, but you can embed the package and then add a InternalsVisibleTo...
A quick question about this... we also modify some files as a hacky workaround in the VFX package since the API isn't public yet (we automate the...
Bumping this. I'm looking for a way to get: - Limited information out of VFX systems in realtime. Latency is fine. This would let us do two-way...
Thought I'd do some show and tell. I got array attributes....working. In a very hacky way however, will be excited to see these actually happen....
You could do the following (you'd need to enable experimental custom attributes in preferences): 1. Set a "startColor" attribute in the...
A new mode would be great (this would be pretty hard to handle on the user end since it means the passes all need to run multiple times). At the...
@PaulDemeulenaere Thanks for letting me know about Remap! Missed that one :) Good to know, thanks. So the above code looks like it would...
Hm, seems I found a bug! Fixed timestep and deltaTime are being calculated incorrectly when maxDeltaTime is higher than deltaTime. (or am I...