Author: Donnie | Editor | GameForce.blog

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Hi, my name is Donnie, editor of http://GameForce.blog. We are curators of fine video game resources. writers, authors, and engineers helping you understand the game. Welcome gamers, devs, & pubs ;)

?Download: https://www.artstation.com/a/7088305 ✅Learn how to use high-quality brushes to texture animals in Zbrush, Substance Painter and Blender. ✅Entire tutorials included, no timelapses, no cuts! ✅Guaranteed, this is the most high quality animal/creature package created for blender, zbrush and substance painter on the entire internet. submitted by /u/Renan_Assuncao [link] [comments] ​Read More ​UnrealEngineTutorials

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As we moderate and verify new training materials, we will add them to this page. Feel free to comment if you have a tutorial that should be on this page. Thank you! Table of Contents Niagara Data Channels IntroFK Retargeting for BipedsDeconstructing A Stylized Comic ShaderUsing Geometry Script and Blueprints to Quickly Replace Cesium TilesBoosting your productivity with Scriptable Tools and PCGYour First Game In Unreal Engine 5Your First Hour in Unreal Engine 5.2Beginners Intro to UE5 – Create a Game in 3 Hours in Unreal Engine 5 Niagara Data Channels Intro An introduction to Niagara Data Channels. A new…

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I have an actor that is a preset for picking up items and creates a static mesh by a struct table in the actor on construct. The actor also has a box collider that simulates physics because I would like the item to interact with the world. However when I run the game the physics work just fine but I get a warning that says that Collision enabled is incompatible for my mesh. This is really annoying me because I have the physics disabled on the actual mesh, and just use my seperate box collider to handle the physics but…

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+ Please try out our latest major updates -> -> -> FMETP STREAM 3.0 ===================Below are the FMETP STREAM 2.0 notes=================== View attachment 507887 ===================New Experiment Updates=================== We did some testing by replacing the default Unity3D encode jpg method, which you can implement on your side too. This demo shows you the possibility of getting 60+FPS in Oculus GO with… [Release] FMETP STREAM: All-in-One GameView + Audio Stream + Remote Desktop Control(UDP/TCP/Web) ​ Read More ​Unity Forum ​

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Hi guys, I’m trying to record a png sequence of an animated character but i need an alpha BG behind it. I’ve made several test to get that result. I’ve tried deferred rendering, checked capture alpha in the recorderclip, my camera clear flags is set to solid color, but it seems that the post processing effects(which i need for the AA) prevent the alpha to be written in the png, i simply get an opaque BG with my character. I’ve changed to forward rendering, i’ve set the AA in… Unity recorder alpha background ​ Read More ​Unity Forum ​

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There are several instancing methods I’ve come across and I’m struggling to find info on their actual differences. Graphics.RenderPrimitives – basically takes a mesh in and you have to tell all the vertices where to go Graphics.RenderPrimitivesIndexed – same thing, but it’s indexed. What does that mean? Graphics.RenderMeshPrimitives – does the same thing but different Graphics.RenderMeshInstanced – does the same thing but different Then there are Indirect versions which use something… Difference between different instancing methods ​ Read More ​Unity Forum ​

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I’m coding a game where the player can move a selector throughout the battlefield that is made of several nodes in a 3D grid. The problem is that, when move through the grid it moves perfectly, but as soon as I rotate the camera and change the rotation of the object in increments of 90f, things get really fcked up for no apparent reason and I start getting these weird amounts (the original code is a bit more complex but I simplyfied it): Code (CSharp): void Update() { if… Grid Movement gets fked up…

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