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Hi guys! Few questions about mm2: How do you guys combine two modifiers into one mask? For example I want to combine gradient and then slope and...
@jimmygladfelter looks great addition! can't wait it to be public :D
Nice job! I'm still staying on MM 1 especially for those reasons (lack of multiple biomes etc). I find MM2 + VSPro a bit hard to setup compared to...
I bought MapMagic 2 Objects -module to use with Vegetation Studio Pro but when I import the package to my project, it lacks of VsProObjectOuts.cs...
Is there any tutorial for MM2 and VSPRO? I had MM1 working with VSPRO fine but now I find bit hard to grasp what should I do to get it working...
Looks very cool and useful! Was there option to assign different types of biome when creating random biome masks?
Looks like ItemTrigger.cs holds the logic to destroy prefab when it is added to inventory.
I can't find any documentation or demo's about this feature. Tried to explore Emerald AI component but couldnt find where do I define these?
I havent bought yet the upgrade: is there runtime api examples making lake polygons? (or is it in latest old version? :D) Im using mapmagic and...
Looks great! Good job Steve! :)
I have same situation and did ask it couple of posts earlier :)...
What would be optimal way to use Aquas in procedural terrain? If I make a gigantic plane for Aquas plane there are lot of situations where water...
In "Dynamic Nature - Mountain Tree Pack" there is separate prefabs for Vegetation Studio (Pro).
Is there any upgrade-path for the owners of the gator? :D
Nice project! Sopwith was one of the first pc games I ever played :) Good old times :)
whee back in the business. I joined there too. I have used RPG Kit since 2014 :D :D
Have you edited Equipment handler- component that can be found from RPG Player prefab? Hide your weapon in RHand bone and dragndrop it to list in...
Looks very cool and promising asset! thumbs up :)
This is great and useful pack. Recommended :)
Been playing and getting inspiration from this game and that there are some interesting game design decisions like picking up herbs triggers...