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Unity shader--writing Surface Shaders (0)

From today onwards, we start translating Unity's official documents on shader. Translation level is more general, the purpose is mainly through translation to enhance the view of shader, but also make it easier for others to understand shader. The following starts the body content:WriteSurface ShadersShader that interact with light are very complex to write, with different illumination types, shadow options, render paths (forward rendering and deferred rendering), and sometimes shader need to co

[Unity] 2.7 Inspector and unityinspector

[Unity] 2.7 Inspector and unityinspector Classification: Unity, C #, VS2015 Created on: 1. Introduction Games in Unity are multiple game objects (GameObjects) that contain mesh, script, sound, light, and other graphic elements. The Inspector displays the details of the currently selected game object (GameObjects), including all the additional Components and their

Unity Automatic Pathfinding Related considerations

First select the terrain where the character is located, click Window->navigation to open the Navigation window, select "Navigation Static" On the Object tab under Navigation, and then click " Bake "On it, if there is an obstacle, and the obstacle is not a terrain object, you need to bake the obstacle, the method is to select the obstacle, in Navigation under the Object tab tick" Navigation Static "," Navig

"Unity" 2.7 viewer (Inspector)

Categories: Unity, C #, VS2015Date Created: 2016-03-31 I. INTRODUCTIONGames in unity consist of multiple game objects (gameobjects) that contain other graphical elements such as grids, scripts, sounds, or lights (Lights). The viewer (Inspector) displays details of the currently selected game object (gameobjects), including all add-ons (components) and their attributes.The Inspector view is used to display d

Unity built-in shader variables, auxiliary functions, etc.

One: Commonly used. cginc files in the standard library HLSLSupport.cginc- (automatically included) Helper macros and definitions for Cross-platform shader compilation.Hlslsupport.cginc: (automatically included) cross-platform shader compilation help macros and definitions UnityCG.cginc-Commonly used global variables and helper functions.Unitycg.cginc: Common global variables and auxiliary functions AutoLight.cginc-Lighting shadowing functionality, e.g. surface shaders use this fi

Unity repeatable random Number

just want a bunch of random numbers instead of the order. For dous random correlation (random) between all random numbers, only one sequence is generated (initialized with only one seed), or multiple seed initializations are processed using a random hash function (such as Xxhash).The source code of the random number test mentioned in this paper, as well as the large number of rng and hash function source code, can be obtained on bitbucket. This is what I wrote myself in my free time, and it's n

Unity Hand Tour < nine > Auto pathfinding navmesh Advanced Topics

Tribute to the original http://blog.csdn.net/janeky/article/details/17492531Before we learned how to use the Navmesh component to achieve the most basic role of automatic pathfinding. Today we will continue to explore the advanced features of the navigation components in depth. In this article, you will learn how to automatically generate a pathfinding grid in two isolation layers. How do I manually specify a route for a road-finding grid? As well as the application of the grid of road-searching

"My book" Unity Shader's book-Catalogue (2016.1.29 Update)

Write in frontThanks to all the friends who came in to see. Yes, I'm currently going to write a book about unity shader.The purpose of the book is to have the following several: Summarize my experience with unity Shader and give others a reference. I am very aware of the difficulties of learning shader, and I have seen many questions raised by people in the group. I think learning shader is still a

Unity Learning--003: Role Controller (middle)

In the previous Unity Learning--003: Role Controller (above) , saw the basic implementation of the point role control, mouse and keyboard control more rough implementation. In this article, we mainly introduce the role control methods of several unity packages,Then, it is expected to introduce several mainstream role control methods in the next chapter.Words don't say much, open to engage:is still the last

Other resources from the Unity standard Assets profile

There are other resource packages, or there is already a unity official introduction, or the resources are not the number of scripts, and finally concentrated on the description.Effects Resource Bundle: Contains various image effects, unity Official document address http://docs.unity3d.com/Manual/comp-ImageEffects.htmlEnvironment Resource Bundle: Contains resources used by various

[Unity 3D] Study Notes 29th: Game instance-simple small map creation

actual width and height of the map. Then, the position of the main character in the small map is determined based on the zoom ratio. Code: Using unityengine; using system. collections; public class script_04_17: monobehaviour {// map terrain object gameobject plane; // map main object gameobject cube; // map width float mapwidth; // float mapheight of a large map; // float widthcheck; float heightcheck; // float mapcube_x = 0; float mapcube_y = 0; /

About the import and export of scenes in unity

Although the scene is done by the scene art, but we often need to export and import from other projects, so we need to have a detailed understanding of the import and export of the sceneUnity scene1: The scene is completed by the art staff to submit to the program;2: The scene generally includes the terrain, creating objects, light sources, sky boxes, and fog, etc.;3: Scene does not contain any logic4: Programmers should be able to import and export o

Unity Commandbuffer some learning and finishing

similar to the raymarching, the light part of the direct access to gbuffer data to draw.The third example, Deferreddecals, is similar to the second one, where the container model is directly a block, and the projection of the block is a bit like the three-direction projection of the terrain.3. Study Cases3.1-Create a standard ball in a deferred rendering environmentIn general, the pit is still quite a lot of, uni

Unity Shaders and Effects Cookbook (2-4) compressing and blending texture maps: Storing interpolation information using grayscale graphs

This section read a few times to slowly understand.The first is the gray chart, why is called grayscale, because the picture of R, G, B is stored in the same data, open unity to adjust the color to see more intuitive.As can be seen, when R, G, B three values of the same time, the picture is only black and white, and lost other colors, so we call the grayscale map.When do I use a grayscale image?This article turns from Http://blog.csdn.net/huutu http:/

Unity physical System [colliders]

Unity_collidersContinue to recommend Unity official documentationThis article is an introduction to some of the basic functions of the Common physical components (box collider,rigidbody, etc.) in the game development process, and some of the areas that need to be circumvented.Box ColliderBox collider are similar in shape to chests, so they are often used on floors, walls, ramps, and the most common combination collider. Properties

[Unity Study Notes] 006. Transform

Use Terrain as an example to describe Transform Each Unity Object has a Transform, which represents some parameters of the Object in spatial coordinates. In Inspector, Transform has three attributes. For example Position: the Position of the object relative to the spatial coordinate. Rotation: the Rotation Angle of an object. Scale: the scaling of an object. We can change the value to understand t

"Unity note" Pathfinding navigation navigation area areas and consumption cost

Navigation navigation interface, under the areas page is to classify the navigation area (equivalent to layering), as well as set different consumption cost for each category, the meaning is that the navigation algorithm will be calculated to add up the lowest consumption of the path (not necessarily the shortest possible path to the visual). For example, to set up a swamp on the ground, create a new classification of the terrain, and set a high consu

Unity Hand Tour < nine > Auto pathfinding navmesh Advanced Topics

http://blog.csdn.net/janeky/article/details/17492531Before we learned how to use the Navmesh component to achieve the most basic role of automatic pathfinding. Today we will continue to explore the advanced features of the navigation components in depth. In this article, you will learn how to automatically generate a pathfinding grid in two isolation layers. How do I manually specify a route for a road-finding grid? As well as the application of the grid of road-searching. (The models used in th

Navmeshagent Knowledge in Unity

There are two main components in unity that are related to auto pathfinding: Navmeshagent (also known as the navigation Grid proxy), Off mesh link (separate grid links). The role of these two components is different from the scope of use, and the only thing we can be sure of is that we have to bake the terrain and produce navmesh (navigation grids). Because the navigation grid determines the scope of the ac

The world's top content creation engine, unity for creation

May 11 Evening, Unite Beijing 2018 Keynote keynote speech at the National Convention Center successfully ended. This year's keynote keynote address brings together 12 heavyweight guests, presenting a technology feast for the participants in Unity 2018.The world's top content creation engine, unity for creationKeynote opening guest Unity CMO Clive Downie says that

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