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Hi everyone! I'm new to DOTS physics but in classic PhysX one could easily add forces to a rigidbody. What is the equivalent for doing this in...
Hi everyone! Does somebody of you has experience with creating procedural geometry on the GPU? I am trying to generate terrain and want to avoid...
Thank you.
Did you uploaded your implementation on another platform? I would love to take a look.
Hi everyone, I want to implement a wepon swich system between rifles, pistols and no weapon. For each of these I have a stack of animations (idle,...
Hi, looks very interesting! I was wondering if there is a way to scale the atmosphere for planets with other sizes than earth
@snacktime So, are you still working on it? The link to the documentation is dead :/
Ok, thanks! But it is not directly possible through UNET?
How did you do that? I see no way to execute code on the server…
Hi everyone, I am currently working on a multiplayer project and I was curious if it is possible to simulate enemies on the server. Yours, Max
Hi guys, I hope this is the right place for this. How do you guys create a realistic looking procedural terrain? This is what I’ve got so far:...
Why would you want to do that? It’s just a waste of resources. The game doesn’t need to look EXACTLY the same on all clients.
I think I’ve solved it: I use a MeshCollider with around 2000 Verticies. This collider I move with my character. On fare away objects, I disable...
I think that doesn't work for me. The player will be able to fly into space. So you will see the planet at some point.
The planet has a radius of 1000. That looks very interesting, I will have a look at it. Thanks!
The System generates multable LOD chunks all around 30.000 verticies. The chunk with the highes LOD has a around 18.000 verticies.
I’ve tried that before and using just a mesh collider introduces a lag. Unity seems to process the MeshCollider on the main thread.
Hi everyone, I am currently working on a planet terrain system. For this, I obviously need physics. I’ve tried to use two Mesh Collider on...
I think I've found the problem: I use LibNoise to generate a height map. When I remove this code, the artifacts disappear. And I need to replace...
No, I don't use any image effects in the scene.