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5

As the commenters on the opening post have already pointed out, this mechanism is called 'perspective correction' or in 3D terms 'perspective projection'. The basic idea is that as things get further away, they get smaller. It's all about trigonometry (calculating triangles). You can calculate this by assuming that your Field of View is like a pyramid ...


4

This is entirely a matter of convention. (Since you didn't mention any particular tools.) But! If you are modeling in the same default orientation as your screen, which you say is right-handed, X-right, Y-up, and therefore Z-towards-you, then it would be natural to model your characters facing you, where forward is Z-positive. Which also implies your ...


4

The first step in implementing a physics engine is to model the movement of each object in form of a 3d velocity vector. Each object has current velocities in x, y and z direction. Each logic tick of your game engine, the object is moved by its current velocity. Changing the velocity-vector of an object by applying an acceleration-vector is the primary ...


3

You may want to create a button for the script. void OnGUI() { if (GUI.Button(new Rect(10, 10, 150, 100), "Go to Level1")) Application.LoadLevel ("Level1"); } For more information about the GUI scripting, check this out: http://docs.unity3d.com/Manual/gui-Basics.html


3

You need to use the range instead of the distance when you cast the ray. The range is the length of the projection of the ray onto the camera plane. See this source. Though IMHO some amount of fisheye distortion is kind of cool to keep around.


3

this problem is divided into two situations´╝Ü first: sword, this thing can be just parented to the bone, then it will move with bone; second: cloth, in blender, you need to use the same armature, then create two different cloth, and rig the cloth mesh to the armature. in unity3d, read this article: ...


2

Parent the objects to bones and they will move with the bones.


2

So this doesn't provide details to every problem you'll encounter with your approach, but, if you want to map each vertex to the closest non-air voxel in order to scrape information from it (such as which texture to sample), here's a proof for the efficient method I came up with: For any given marching cubes vertex, we wish to select a voxel with which ...


2

I don't know about Unity 5, but in 4, you can click on your model in the Scene window. On the Mesh Renderer properties, there should be at least one material. To start, set the shader to "Diffuse", and click on "select" to select the texture. The character should appear textured. If you want to save these settings for future use, drag the object from the ...


2

(removing the sides of the cube does not count) Sorry dude, that is what you have to do if you want this to be efficient and work every time. The reason you're getting those lines is slight depth buffer inconsistencies (also known as z-fighting). The sides of the blocks are almost at exactly the same depth as the tops of the nearer blocks. Ideally, in ...


1

//Everything normalized shipRight = shipForward.Cross(target.Up); shipUp = shipForward.Cross(shipRight); The cross-product is perpendicular to both vectors. For this diagram, I gave both spheres random orientations. The left view shows the steps from an arbitrary, third, perspective; I couldn't find a better alignment, so you'll have to take my word that ...


1

You can always try tree[d]. It is an old program from frecle that allows you to create various trees. I believe the devs have stopped updating it and the download link is down. You can find it via the webarchive site here


1

Specular highlights are controlled by the Shader of the Material assigned to the MeshRenderer component of an object. The standard shader in Unity 5 has a slider for "Metallic" and "Smoothness". When you turn up the smoothness, your object will have a less glossy look. You could also try experimenting with the other shaders Unity has to offer.



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