I need help trying to input number's into the coding here is what I'm trying to do: If you press the number one it will choose a weapon. If you press the number one again it will choose another weapon. The cycle continues as you keep pressing the number one.
Check out http://gulyabanigames.com/ now its live! Unity3d engine is so cool. I wanted to try a different web page than others with the power of unity3d. Only issue here is , it requests unity web player and you would wait for 3-5 secs max. But i dont want everybody to see it so geeks will be our acomplishers probably.…
ShapeWorks: Easy Sculpting Tool with lots of Alphas 4 detailing and kitbashing models is on sale now.. https://store.steampowered.com/app/1148910/ShapeWorks/#screenshotsaturday #indiedev #IndieGameDev #unity3d #UE4 #gamedev #assets #tools #indiegames #madewithunity
There is Unity3D learning project just about that. Google it and you should be good to go. It should contain asset postprocessors as well. :) There is some avatar research forum on unity forums as well. here on polycount I remember excellent example of avatar system as well.
cool! Im really curious about using this on unity3D on ios mobile devices, I have read that you have to keep your substances relatively simple on mobile and it has to recalculate the materials on every frame is that true? surely that kills performance a bit?
For a C# beginner course I always reccomend Bob Tabors series on channel9 http://channel9.msdn.com/Series/C-Sharp-Fundamentals-Development-for-Absolute-Beginners If you already know the fundamentals I suggest to take a look at the learning section of the Unity3d Website.
I just noticed an issue with imported Skinned Mesh Renderer objects in Unity3D. All of the meshes' pivot points default to 0,0,0 (origin) despite the pivot points being properly set inside Maya. This problem ONLY happens if the object is a Skinned Mesh Renderer. If I export an FBX of just the mesh objects, the pivot points…
For one of our 3D artists I've ported and extended a shader from Unity3D to Maya. The shader in Unity3D uses PSD files as input for textures and makes use of the alpha channel of one of the textures as a heightmap. In Maya it seems as if the alpha channel is lost, because it's always 1. We tested this with PSD and PNG…
Does the unity3d development tools only work with a mac? I just want to make a character and have it run around a little world...just like in the 3D unity demo. Or even just a viewer that plays animations and lets me spin around the model. B
http://youtu.be/LRcwHG9F0OA Been working on trying to replicate Alice Madness Returns hair physics in Unity3d, this is what I've got so far. Nothing is baked, 100% Dynamic! You can grab the demo scene here: http://www.mediafire.com/download/8hw860c5ac6lnab/Hair_test.rar