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@unity3d

Unity brings state-of-the-art, affordable multiplatform tools & services to developers of interactive content everywhere.

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Geregistreerd in juli 2008

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  1. Vastgemaakte Tweet
    12 uur geleden

    🎲 Random thought? Just thinking about the amazing stream happening this Thursday with featuring their fascinating adventure game ! 🎙 Get to know the inspiration, art production, tools used, and much more:

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  2. 2 uur geleden

    Making virtual things look real is hard... but ArtEngine makes it easier. It's the perfect material authoring tool for a Unity Scene 🌳🍄🦉🌲 Celebrate the new school year with 55% off per license for students and educators 👇

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  3. 3 uur geleden

    You can combine these tracks with animation tracks or other timeline tracks and have a much better idea of how to sync up all the individual animated elements to make some really juicy VFX!

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  4. 3 uur geleden

    Unity timelines have built-in support for particle systems, so you don’t need any custom scripting whatsoever! Just drag and drop your particle system on there and you’ll be able to pan through it!

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  5. 3 uur geleden

    Oh, and here’s another small trick for you to try out! Timing particle system effects with each other and with other animations can be a bit fiddly, but luckily there’s a great way to iterate on your visual effects using Unity timelines! 🧵

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  6. 5 uur geleden

    Get a sneak-peek under the hood of ' latest title, a virtual reality escape-the-room puzzle game series where you play as a super-secret spy 🕵️ Plus, discover how Unity helped streamline their VR development workflows:

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  7. 8 uur geleden

    There’s plenty of data you can pass over to custom vertex streams and there’s just so much stuff for which you can use them inside your custom shaders! Can you think of any other creative uses for custom vertex streams? Let us know in the replies! Happy VFXing! ✨

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  8. 8 uur geleden

    So now we can get a lot more control over how our particles dissolve over time ✨ How cool is that?

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  9. 8 uur geleden

    We can use “Custom1.x” instead of age percentage, which in turn allows us to use a curve that alters the value over the particle’s lifetime, similarly to built-in curves like “Size over Lifetime”.

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  10. 9 uur geleden

    So that’s cool, but what if we wanted more control over lifetime? Age percentage is good but it’s quite linear and not very helpful if we wanted to do more complex effects. The answer is this little module here, called “Custom Data”:

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  11. 9 uur geleden

    Here, I added the lifetime age percentage, so this value will start from 0 and go towards 1 during the particle's lifetime. With our shader, that will make our particles dissolve over their lifetime! Applying the shader to the particle system can give us this neat result:

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  12. 9 uur geleden

    Next to each stream’s name, you’ll see where that data is stored. Here, the new stream is stored in “TEXCOORD0.z”, which corresponds to the third component of the first texture coordinate channel (aka UV0.z).

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  13. 9 uur geleden

    🤷‍♂️ “But why?” I hear you asking. You might be used to using UV coordinates for texture sampling, where you only really use the x and y components. Well, let’s get back to the particle system and its custom vertex streams and add a new one, hopefully that will clear things out:

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  14. 9 uur geleden

    Let’s now make a simple dissolve shader for us to use with our particle system, using shader graph! This is a simple unlit, double-sided shader, with alpha clipping. The interesting thing here is to notice what drives the dissolve effect: the third component of our UVs.

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  15. 9 uur geleden

    The option to add custom vertex streams can be found under the Renderer module of your particle system. Enabling it will show you all the vertex streams that are already being used, like the UV coordinates and the vertex color!

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  16. 9 uur geleden

    The cool thing is that we can add any sort of arbitrary data to our vertices and use it in our custom shader however we like ✨ That’s what custom vertex streams in particle systems allow us to do: pass particle-related information to our vertices that we can use as we please!

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  17. 9 uur geleden

    As you already know, rendered models in Unity are made with triangles which consist of vertices. And vertices hold all essential information regarding these models, like their individual position, their UV coordinates or their vertex color!

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  18. 10 uur geleden

    In case you didn’t know, there’s a very fun way to get more bang for your buck when using particle systems and custom shaders: custom vertex streams! Let’s take a look at what these are, and how we can use them for more advanced particle effects! 🧵

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  19. 10 uur geleden

    Oh, and you can find some of my work over at but check out some of my recent stuff in this thread!

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  20. 11 uur geleden

    Finally, I’ve been managing a Discord server called “Technically Speaking”, where we chat about technical art, host challenges, and help out each other, so don’t hesitate to check it out! ⭐️ You can find a link for it along with other handy links at

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  21. 11 uur geleden

    I have also been maintaining a “weekly” compilation of inspiring tweets around tech art and game development called “Technically Art”, to inspire others and to also promote the work of other artists!

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