Does anyone know how to write a script in Unity that transitions between scenes on a timer (I.E. 15 seconds per scene) and then loops back to the beginning scene endlessly?
Hey guys so I have been having a problem with my animations in Unity and was wondering if I could get some help. For some reason when it animates my face and helmet are all messed up when it is doing the idle. I posted the GIF below so you can see how it looks
We are looking to hire 1 to 2 part time artists who can help us from concept to completion (in engine 3D models textured w/shaders) on a number of building and environment props. The game is fantasy themed and styled, think Genshin Impact but with a westernized approach. Examples will be provided. Please only apply if you…
Hello Where do i put my specular texture in Unity? there does not seam to be a slot for the texture? The shader is a cutaway - Transparent/Cutout/Bumped Diffuse Normal Specular ? I have taken a screen shot to show you what i mean.
Hey guys, I just thought I would post what I'm working on currently, any feedbac, crits etc would be great! Currently I'm working on a low poly small town airport environment in Unity, Its designed for a web based game so has to be low poly. So far i have modeled the interior of the arrivals lounge it used about 5k of…
Painting Practice are urgently looking for a Unity Programmer to join their team at Twickenham Studios for a few weeks and work on an exciting new episode of a well-known TV series. We are looking for someone who could create the following:- AI systems- Mission structures - Animation controllers - Unique shaders/shader…
I am trying to paint textures on a really large piece of terrain for a game I am working on. Im assuming I would need to use vertex painting as UVW mapping such large terrain pieces would be tedious. However I cant seem to get the plugin that comes with unity called "VertexPainter" to work..the UI is confusing and I cant…
There are 2 ways right now, either wait for unity 5, or get shader forge for unity or maybe one of the other shader packs, unless you want to write code in HLSL The default shaders are unusable
My ultimate goal is to showcase a few maps from different engines. As it stands now, I'm working on one in Unity, and in the initial stages of planning one out for CryEngine. Is it a good idea to showcase work from different engines? That seems like the best bet to me. Or should I keep it consistent with UDK?