Quaternion rotations don't add up
My team has been trying for a day to get rotations to work on a vector. We read Quaternions can easily be multiplied with a vector to get the desired rotation. However, there seems to be something we...
View ArticleDoes Unity support Array Textures?
It has recently come to my attention that both OpenGL and Direct3D support [Array Textures][1] (which Direct3D seems to call [Texture Arrays][2]). As this technique looks like an interesting...
View ArticleHow to remove vertex 'islands' from a Polygon Collider 2D?
Hi all, I added a Polygon Collider 2D to an object which had a sprite. Probably with the best intentions, Unity tried its best to create a fitting collider for me. (The only workaround I have found for...
View ArticleHave particles with different speed travel the same distance
My goal is to create a particle system with particles travelling at random speeds, but all dying after having travelled the same distance. Too bad for me, particle life seems to be dependent on time...
View ArticleQuaternion rotations don't add up
My team has been trying for a day to get rotations to work on a vector. We read Quaternions can easily be multiplied with a vector to get the desired rotation. However, there seems to be something we...
View ArticleDoes Unity support Array Textures?
It has recently come to my attention that both OpenGL and Direct3D support [Array Textures][1] (which Direct3D seems to call [Texture Arrays][2]). As this technique looks like an interesting...
View ArticleHow to remove vertex islands from a Polygon Collider 2D?
Hi all, I added a Polygon Collider 2D to an object which had a sprite. Probably with the best intentions, Unity tried its best to create a fitting collider for me. (The only workaround I have found for...
View ArticleHave particles with different speed travel the same distance
My goal is to create a particle system with particles travelling at random speeds, but all dying after having travelled the same distance. Too bad for me, particle life seems to be dependent on time...
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