PixelBaseOutlinePostProcessing - use some unity graphic API to display outline post processing XELF.Hexelate.Shader - Hexelation Shader is an image effect Screen will be filtered by hexagonal grids FastPostProcessing - A small and fast post processing stack (only one pass) targeting mobile and ...
Color)=(1,1,1,1)[KeywordEnum(Stretch,Tile)]_TileMode("Frame mode",Float)=0}SubShade{Tags{"Queue"="Transparent""IgnoreProjector"="True""RenderType"="Transparent""PreviewType"="Plane""CanUseSpriteAtlas"="True"}Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha...
You should always consider using sprite atlases, since sprites are normally large in number but small in size. That leads to having so many draw calls as sprites, and that is not good. Also, image compression works better if you have larger images. Reducing draw calls through sprite atlas Y...
Implemented as a spring so some small motion may still occur. More info Physics Material 2D: Use to adjust the friction and bounce that occurs between 2D physics objects when they collide More info Relative Joint 2D: A 2D joint that allows two game objects controlled by rigidbody physics ...
FAQ: Usage outside of Unity: Yes, you can buy this package and also use the sprites on other game engines. PSD, project or animation files: We don't provide any of those, only final sprites. AI: All characters have been crafted by hand with love and passion. ...
Usage outside of Unity: Yes, you can buy this package and also use the sprites on other game engines. PSD, project or animation files: We don't provide any of those, only final sprites. AI: All characters have been crafted by hand with love and passion. ...
Physics: Physics overlap queries are not consistent when used against convex Mesh Colliders with a very small scale (1377578) Quality of Life: [Mac] Shortcut manager ignores Control modifier (1425117) Shadows/Lights: Scene is brighter in Standalone player if it was open in the Editor at bui...
Dynamic batching: for small enough Meshes, this transforms their vertices on the CPU, groups many similar vertices together, and draws them all in one go. Static batching: combines static (not moving) GameObjects into big Meshes, and renders them in a faster way....
This means that they are not particularly demanding in small, simple projects but become more expensive to use as the complexity of a project grows. It's best to use Find() and similar functions infrequently and to cache the results where possible. Some simple techniques that may help us to...
(make it very small or very big in the lightmap) you can use theScale in Lightmapproperty of a Mesh Renderer. Setting Scale in Lightmap to 0 will result in the object not being lightmapped at all (it will still influence lightmaps on other objects). Use theLightmap Resolutionscene ...