Non Humanoid Avatar Masks
How to create non-humanoid avatar mask for use with Animation Layers
read moreDetect Ranges With Separate Colliders
Showing how to setup game objects with different detection ranges via separate child colliders.
read moreDebugging Unity With Visual Studio
I’ve missed a few bits out, like Watches and Stack Traces but hopefully there is something useful in here
read moreHealth/Progress bar via a Shader
It’s a fairly common requirement to have some sort of health-bar or progress-bar in a game. However, as explained by Steve Streeting this can have performance problems if you’re using a Canvas and assigning it to many entities. The answer is to use a Shader, but what does that look like? This morning I set about trying to create one and this is my result;
read moreAuto Convert Roads Types from Real World Terrain
Real World Terrain is a great Unity Asset to kick start a Unity Terrain based upon a real life location. One of the helpful features is that it will can also be used in conjunction with EasyRoads3D to generate a road network based on actual road data. However, you might find yourself in a situation were you’ve requested that all roads types (highways to dirt paths) are included but you end up with everything looking like 6 metre asphalt roads. If you’re in this situation then you can use the following script (or tweaked to your needs) to convert them to something more useful. NB It also sets the width of the road to that specified in the meta data.
read moreRotation via Parent Constraints
Sometimes when developing a Unity App you get a model where the bones are offset and that can make it very difficult to rotate the model correctly. In Rotation via Parent Constraints I’ll show one technique to easily workaround the problem.
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