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  1. hazmhox

    Unity Colliders

    Wobly means something that is a bit "springy". You can set that up through hinges for instance. Since it seems you don't know the difference, it's recommended that you remove the skinned mesh and swap to a normal mesh renderer. Skinned mesh is more expensive. If you don't use it, it's not...
  2. hazmhox

    CUA Collision

    That's not for anti-gravity. That's for collisions period. Without this plugin, even in a normal -9,8m/s gravity setup, objects will end up getting through the floor. I don't know why VAM is so sensitive, but you have to have continuous collision enabled even with standard collisions. This is...
  3. hazmhox

    CUA Collision

    The global collision plugins looks for a specific target inside all the CUAs in the scene, this target is a child called "root_throwable". The plugin will enable the object dynamically if it sees the root_throwable object inside of the CUA. You could do a prefab structure like this...
  4. hazmhox

    Unity Colliders

    Umh weird, that may be due to the skinned mesh renderer. Skinned mesh renderers are different. A mesh collider is kind of "proposterous", because mesh colliders cannot be skinned : ) If you have an actual skinned mesh, with a plunger that is kind of wobly or something like that, you need to do...
  5. hazmhox

    Unity Colliders

    Never used the generate colliders, it's glitchy af. And collision are way too complicated (and very context sensitive) so, I've never used that. I would suggest to always author your collisions manually : ) Because you haven't understood mesh colliders lol :p Mesh colliders are "unscalable"...
  6. hazmhox

    CUA Collision

    Everyone is on 1.9f2 for VAM ;) Use the 1.1.1 here: https://github.com/sketchfab/unity-plugin/releases For sketchfab, one rule I should add (and update): the GLTF convertor is a pain in the ass. If you like the plugin, only use it to download and acquire the materials and textures. For the...
  7. hazmhox

    Unity Colliders

    The mesh collider component has to ALWAYS be on the same object as the one with the mesh renderer. If you have dozens of complex sub objects, you will need to add the mesh collider on EVERY important sub object with a mesh. It's important to choose what and not to add collisions on, and if you...
  8. hazmhox

    CUA Collision

    This is explained in the tutorials I linked in the other discussion. Mesh colliders have the ability to collider properly but they are extremely slow. So any fast motion is out of the question. You can find proper collisions examples in my demos which is based on CUAs made for Food 101, here...
  9. hazmhox

    Unity Colliders

    That's "hacky" at best : ) You should not have to do this. Adding a mesh collider to the target mesh renderer should immediately be scaled accordingly, unless you have added the mesh collider at the wrong place. Can you show where is your collider and where is your mesh renderer?
  10. hazmhox

    Creating Rigged Humanoid CUA

    If you have a pitch black character, that looks like a material issue. Start with a basic default shader/material, then like the rest, when you understand the concept of shader and materials, try to use some custom ones if you want. It's pretty straight forward for the default material, it...
  11. hazmhox

    Creating Rigged Humanoid CUA

    I'm gonna be blunt honest: if wish I had to to explain step by step every single aspect of game dev to any of you guys... but that's just a sweet dream. There is a lot to learn and understand, and there are plenty of resources already on youtube to help you with that. But I can point you in the...
  12. hazmhox

    headset reflecting in an assetbundle

    @m300 Next time, you'll have to send my "Unity" files, not assetbundle... I had to rip the bundle to be able to check it out :] It's a render to texture with a camera. It's not a reflection, it's a realtime capture. This is why you should test assets with a complete enviro and characters before...
  13. hazmhox

    headset reflecting in an assetbundle

    Why not : ) Send me a link in private to a mega file or something like that.
  14. hazmhox

    headset reflecting in an assetbundle

    What type of shader are you using for the smartphone ?
  15. hazmhox

    my native language is not displayed, what should I do?

    This is a normal behavior. You get a fallback on a "working" font face for cyrillic if the character set does not exist in the current selected one. The only thing I could do is feature some fonts that do have the cyrillic characters, but you will never be able to use cyrillic characters on a...
  16. hazmhox

    my native language is not displayed, what should I do?

    Try every latin language also :P (we love accents in France)
  17. hazmhox

    my native language is not displayed, what should I do?

    Nope! No speech bubbles, that said you're right, it has at least one font that support latin accentuation so it may also support cyrrilic characters. But this is a great suggestion to fix a problem like this. I'm gonna check how complex speech bubbles are and if if could be easy to "intercept...
  18. hazmhox

    how do u play scenes?

    It feels like a free version... have you got a teaser or an entertainer key @simpelion ?
  19. hazmhox

    Why can't I load custom looks?

    Yeap that's exactly what I meant :) Load your scene, select the character, save your appearance preset. Don't wonder. This is how VAM works. With the 2$ version tho, you cannot save... I don't know if it applies to all "save features", but yes. If you want to be a bit more "free"... entertainer...
  20. hazmhox

    2 monitor screen?

    Divide the screen ? Of what ? Your actual desktop ? Or are you talking about VAM ?
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