Hi, I was following the simple blit example shown here, and wanted to extend the example to all camera types (Game, Scene, Preview, haven’t tried Overlay). The example uses a RenderFeature with SetupRenderPasses and a ScriptableRenderPass with OnCameraSetup to correctly initialise the resources required for the blit (e.g…. Preview camera does not call SetupRenderPasses Read More Unity Forum
Author: Donnie | Editor | GameForce.blog
Hi, I am having problems when compiling for Android for Quest (i´m using 2020.3.4f1). I have done a lot of research and I think there might a conflict between SDKs but i am not sure. I tried in another machine and i got the same error, so i tried to make a “Development Build” and for some reason it build fine… really strange! Then i tried again to make a normal Build but i got the same errors. This is the first time i´ve seen this type of error so i am not sure where the problem is,… Gradle Error:…
+ 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
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
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
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…
While smoothly moving camera towards player, player is shaking. I tried many solutions some of them helped a little bit and some none. What I tried: – changing Player Rigibody2D Interpolate to Interpolate – changing Player movement to FixedUpdate – changing Camera movement to FixedUpdate and LateUpdate – adding and removing Time.deltatime to Camera movement The code that I currently have that works the best: Player movement with Rigibody2D (with Interpolate) in FixedUpdate: void Movement() { float velX = Input.GetAxisRaw(“Horizontal”); float velY = Input.GetAxisRaw(“Vertical”); if (velX != 0) sprite.flipX = velX > 0 ? false : true; rb.MovePosition((Vector2)transform.position +…
submitted by /u/TheNerdyTeachers [link] [comments] Read More PICO-8 Fantasy Game Console
Sorry if this has been asked or is silly but is it possible to run splore and play games on any smart watch? submitted by /u/rramzzz [link] [comments] Read More PICO-8 Fantasy Game Console
I am new to pico-8 and I would like to add randomness to my first game to make it replayable. Is there an RNG function or command? Or would I have to make my own? If so, is there a time based function (gives you the current time in milliseconds or something)? Many thanks. submitted by /u/sprocket314 [link] [comments] Read More PICO-8 Fantasy Game Console