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The first key point is the distinction between Assets and UnityEngine.Objects. An Asset is a file on disk, stored in the Assets folder of a Unity project. Textures, 3D models, or audio clips are common types of Assets. Some Assets contain data in formats native to Unity, such as ...
Hinge Joint 2D- allows a game object controlled by rigidbody physics to be attached to a point in space around which it can rot... Animator Override Controllers This Override Controller can now be used in an animator component on the Ogre character's Game Object just as if it was an Anim...
Device Simulator is an alternative to the traditional Unity editor Game window. By simulating Screen and SystemInfo class behavior, Device Simulator aims to give an accurate picture of how an app will look on a device. 📦 [Mirrored from UPM, not affili
SDFAA: Use this mode to produce font atlases for most use cases except when you render large text such as titles that exceed 90 point size on screen with a large outline. SDFAA is the default mode for Dynamic or Dynamic OS font assets for fast generation. SDFAA is a faster but less ...
In this lesson I’ll show how new menu items in the Unity editor are created and try to provide real-world example usages to every described topic. Adding Menu Items In order to add a new menu to the top-level toolbar, you should create an editor script (a script file that is ...
However, as the handle values are in world space we need to convert them back into the line's local space with the InverseTransformPoint method. Also, we only need to do this when a point has changed. We can use EditorGUI.BeginChangeCheck and EditorGUI.EndChangeCheck for this. The ...
Point Lights You will most often use point lights to add lighting within a room or to enhance the lighting within a spherical object. These shine light in all directions, think of these as a ball of light. Similar to the spotlights, you can control the range and size of these. ...
When you open an empty graph editor window, this prompts guidance on how to create or load graphs. Icons are now more consistent with the Unity Editor. “Unit” is now named “Node,” and “Super Unit” is now “Sub-Graph”. New nodes are available to simplify access to Script graphs...
Another point is the categorization of the resources provided here. Since some of them can be included in different categories at the same time a cross reference will be created in the form of a hashtag to notify you (the visitor) that maybe you need to look in a different place of this...