Means different things to different people/companies. I would assume that you'd have to create block-out objects that estimate the footprint of the object it will eventually be(with collision)to block-out play space in-game. Or, for a level designer/editor/world builder to take said block-out 3D pieces and do block-out…
modelbecause its been A while since ive used Unity heavily, this prop served as a refresher on exporting and importing Animated objects into the engine. I even went as far as setting up a blend tree and script to have the prop react to having objects set on the button, Ill have an example of this posted with the next…
I understand. Thank you so much for letting me know. I learned that you can delete history on a per object basis by going to Delete By Type instead of "All." Is there a way to delete individual inputs in case you want to only get rid of a few inputs on an object while keeping others? or is that not possible?
You need to increase your edge padding when you bake your AO. To bake more things to one texture, merge all your objects that should use the same AO texture sheet. If you need them to be separate objects for some reason, just make a copy of them all and merge those.
When you texture stuff as you go do you cramp as much props into one UV map? Because there is some small objects some big in my scene. It would be a waste If I used one small object prop for a whole UV map. I'm just curious how you go about doing that
I'll definitely be adding straps. Thanks! Very cool technique, thanks for that. i'm not sure how it would fair against more complext objects and welds, but for primitive objects such as boxes and pipes, sounds like it would be a great way to do that. Only thing I can think of is to extract an edge, to shape and then unwrap…
better to take another look at all aspects of your object - uv coordinates, uv channels, normals, any unusual properties or visibility options set (although OBJ should have taken care of that). reloading the shader, .... if you can't figure out why this particular object breaks then what to do if it happens again elsewhere.
Ok that explains why it isn't working :) Well the object I'm trying to attach this to is a telephone pole, and the part I want to damage and "spark" is the transformer. So I wanted to specify where the player would have to shoot to activate that particle spark... if I used the whole object it would spark even if they shot…
Too bad...Then you can try this, but it will affect multiple objects, not only this one. Go to the world settings, and go to the lightmass section there. You'll see the array of baked lightmaps on the bottom section - its also visible on your last picture. Find the one that belongs to this object, and either disable…
deadlineproof, this looks good! Can you select multiple faces and use the "Apply to Face" button? Or does it only work face by face, or on the entire object. How is the script determining which faces to apply it to when doing it on an entire object? I can't imagine it being able to always chose the right ones on a more…