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List of design/api/usability thoughs generated while working with Unity- will be extended over time. Unity peeps | |
asked for some priorities, which are labeled (#1-5, 1 being highest) but are somewhat arbitrary (since these range | |
from massive refactors to simple fixes). Now adding with dates, so it's easy to see what's new.. | |
3/28/2017 | |
Asset publisher gripes: | |
- No way to enforce "one seat per user" license - companies with multiple employee's using my software only ever pay | |
once, when it's supposed to be one copy per user. | |
- Piracy of assets is rampant | |
- No subscription business model. You're moving to subscription, why can't we? |
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hader "Unlit/GridOverlay" | |
{ | |
Properties | |
{ | |
_GridSize("Grid Size", Float) = 10 | |
_Grid2Size("Grid 2 Size", Float) = 160 | |
_Grid3Size("Grid 3 Size", Float) = 320 | |
_Alpha ("Alpha", Range(0,1)) = 1 | |
} | |
SubShader |
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Also figured out how to enter the hole. Just add a trigger zone in front of your hole and add this code to a script and add the script to your trigger zone. | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class EnterHole : MonoBehaviour { | |
public Collider player; |
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BEGIN_OPTIONS | |
Workflow "Unlit" | |
END_OPTIONS | |
BEGIN_PROPERTIES | |
_Matcap("Matcap Texture", 2D) = "white" {} | |
END_PROPERTIES | |
BEGIN_CODE |
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TreeInstance lets you set the Y position of the tree, and then you can tell it not to set the tree's to be on the terrain when setting the TreeInstance[] with SetTreeInstances, but when the terrain sync's the height data it aligns them to the terrain Y anyway. This prevents you from sinking the tree's into the ground without changing the model, or floating lilly pads on water, etc. It will work for a second, then snap back to the terrain height. | |
The terrain details API uses an Int[,] for details. It should be able to readback an R8 texture the same way height/alpha maps can be read back from the GPU. This would at least half the time of MicroVerse updates, if not more if there are more details in use. | |
Terrain isn't tessellated when flat - this breaks tessellation shaders which subdivide the terrain, and likely doesn't do much to speed up terrain except on really old GPUs or in preventing a few microtriangles. Would be nice to be able to disable this. | |
When reading back heightmaps from the GPU, you have the o |
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Compute Shader: | |
// Each #kernel tells which function to compile; you can have many kernels | |
#pragma kernel CSMain | |
// Create a RenderTexture with enableRandomWrite flag and set it | |
// with cs.SetTexture | |
AppendStructuredBuffer<float> Result; | |
[numthreads(256,1,1)] |