• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
VAR file contain :
- Map location + .dll
- Scenes ( with Unity realtime lights, and without lights )
- Default colliders, Mesh Colliders and custom colliders ( Not all objects will have colliders )
- 2K and 4K texture upscaled ( with .jpg format to reduce memory size )
- .dll file -> for correct working Custom Primitive Colliders ( VAM automatically includes the DLL when CUA is loaded,
so you don't need to do anything with the .dll file )


Some screenshots ( Used "Post Processing" plugin - by moyashi )

AA_Screenshots01_jpg.jpg
AA_Screenshots02_jpg.jpg
AA_Screenshots03_jpg.jpg
AA_Screenshots04_jpg.jpg

AA_Screenshots05_jpg.jpg
AA_Screenshots06_jpg.jpg


How to use :
1. Enable ON " Realtime Reflection Probes " :
01_How_to_use_Reflections_OFF_01_jpg.jpg
01_How_to_use_Reflections_ON_02_jpg.jpg


2. Set OFF "Soft Body Physics" to increase FPS :
Issues_01on_Soft Body Physics_jpg.jpg
Issues_02off_Soft Body Physics_jpg.jpg


Some issues :
Bad UV mapping ->
Issues_B_03_BAD_UV_mapping_jpg.jpg

Incorrect reflections ->
Issues_B_01_incorect_reflections_jpg.jpg
Issues_B_02_incorect_reflections_jpg.jpg


Credits :
"Primitive colliders" - by WestHillApps (Hironari Nishioka) - ( MIT License ) - https://github.com/westhillapps/Custom-Primitive-Colliders
"Post Processing" - by moyashi - ( CC BY-SA License ) - https://hub.virtamate.com/resources/post-processing.37521/
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