Hi guys, I finally managed to finish my line of sight system and it's now available on the Unity Asset Store! Asset Store link: http://u3d.as/content/tycho-terryn/gpu-line-of-sight Unity Forum Thread: http://forum.unity3d.com/threads/released-gpu-line-of-sight-field-of-view.257324/
I don't understand why do you bother with the 3dsmax solution because it is definitely going to be a completely different solution in Unity. Its just a waste of time sorry. Cause you have completely different tools and possibilities there. Unity is a real time renderer and game engine and max is more like for modeling and…
Even of all of these upper posts make sense ^ try to master Unity already; throw your assets in there. I say Unity because is more used in the industry than Unreal; but of course later learning Unreal too is a BIG plus on the CV, but hey, gotta start somewhere. Look forward to see a complex props :)
Very cool, congrats on the launch! I will be very interested to watch your growth to see if the Unity plugin holds you back. We briefly toyed with the notion of using Unity, but the Flash install base was too inviting. A small gameplay suggestion - it would be helpful to show the angle/arc of the last shot to help with…
I had a go, and made a little demo for testing out the parameters. Due to the way Unity's deferred lighting works, it will only render as a forward material, but it's so quick it won't add too much overhead. Here's the webplayer. (Needs Unity plugin, obviously). Edit: Unchanged, it runs at about 10fps on an iPad 1.
Alright, I didn't do the bob-omb today, but I played aroung in Unity (tutorial made by Brackeys) and I kinda made a game and since I have something to show, it counts! My plan is to get good enough in Unity that I could make a little game with my own 3D models!
Using - Maya 2017 sp2 with fbx exporter 2016/2017 What's happening -- - I've arranged my UVs in a specific order that correlates to what they need to be inside our Unity shader - When opening in Unity things aren't as expected - Import the game file (fbx) into Maya to see what's up - UVs have been reordered Any ideas?
Hello everyone! I'm searching a way to have a material in Unity with normal map, diffuse, metalness and roughness map. I couldn't find it in the standards and anything really explaining it on the net, so maybe it could be bought or made in some way? Is it possible to have/make something like that in Unity? If yes is it too…
Hi there, I would like to know if there is a way to get this kind of effect working into unity, ground creep effect from starcraft 2 : https://www.youtube.com/watch?v=XXJn56oI35k Basically is it possible to have a goo animation that uses a normal map on top of a mesh that already has a normal map, anyone know how to…
Does anyone know if its possible to have a similar look to models in unity to having the texel lookup set to nearest in max. The low res textures im using (256*256) look blurry in unity and I would like to have a sharp pixel look to them like when the texel lookup is set to nearest in 3ds max... Any help appreciated!…