Rezultati pretraživanja
  1. 4. velj

    My new favourite feature from Unity 2019.3 is the new attribute [SerializeReference]. You can use this to serialize interfaces!

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  2. 29. pro 2019.

    Since many of you asked, here is a tutorial on how to see through walls Hope this helps! :)

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  3. 2. sij

    Here is a tutorial on making transparent characters WITHOUT CODING. More tutorials are on the way so I hope this helps! :)

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  4. 13. sij

    Wanted to make one of those cool 60 second tutorials. Here's a on how to make beautiful toon/stylized water! 🌊🐠 You can get the graph here

  5. 4. velj

    Do you miss collisions on fast moving objects? Set the collision detection to continuous in the attached Rigidbody to catch them. The image explains the difference between discrete and continuous collision detection.

  6. 4. velj

    Hey! I wrote up the dissolve shader I made, featuring dissolve based on Y/height and "View-space projected UVs" to prevent UV seams. 🙂✨

  7. 4. velj

    You can use Grid Snapping to snap a gameobject's position to the grid in the scene. Grid size can be set in the Grid and Snap settings window. Toggle Grid Snapping on and off shortcut: \ Snap selected objects to nearest Grid point shortcut: Ctrl+\

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  8. 4. velj

    If you ever need to construct your own MVP matrix for a shader (for projectors/ decals let's say), here is how you can create it in C#

  9. 4. velj
  10. 4. velj

    try this with your unity hub install 👍 so easy ".. /Unity Hub.exe" -- --headless help

  11. 4. velj

    Ahoy, ! You know, I don't often ask for advice (and it's something we all should do more often)... so let me try: I'd really love some guidance on the best way to manage shrinking colliders in --i.e., for crouching/sneaking. Thanks y'all! 😻

  12. 4. velj

    Use $ and {} to save time, typing and errors in debug logs.

    C# Code that reads,
 private int[] n = new int[27];

    private void Start()
    {
        // instead of:
        Debug.Log("There are " + n.Length + " fields in n.");
        
        //use:
        Debug.Log($"There are {n.Length} fields in n.");
        /*    add the $ in front of the first quotation mark and use curly braces
              around variables to save time, typing and errors in debug logs.
        *
    Debug log that reads,
[09:32:26]There are 27 fields in n.
UnityEngine.Debug:Log(Object)

[09:32:26]There are 27 fields in n.
UnityEngine.Debug:Log(Object)
  13. 4. velj

    When adding a new asset to your project, don't forget to recompile before creating a commit on git. If you don't do that, u will experience conflicts with the .meta files GUIDs.

  14. 4. velj

    Pick up the new interiors! Check out the additions to the DETAILED - Medieval Village

  15. 4. velj

    If you are creating a 2D game with a perspective camera (for a nice parallax effect), you can click the -Z direction on the scene gizmo, then click the lock button to edit your 2D game with a perspective camera in the scene view.

  16. 4. velj

    It's Tuesday - you know what to do! Share your 💡

  17. 4. velj

    Here's a I posted last week on showing the heat distortion shader I made for Carchery!

  18. 4. velj

    In case you missed it, you can now serialized generics with [SerializedField] and polymorphic fields with [SerializedReference]

  19. 4. velj

    I have published an editor extension on GitHub that allows you to customize the menus for Hierarchy and Project views.

  20. 4. velj

    If u make pixel art don't forget to set the sprites assets filter mode to point

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