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A UI button by default contains one image and one label inside it, but you can change that. You can remove the label from within the button, and instead add several items, making the button a container of several other elements, hence creating whatever layout you want. It might be easier if you created a panel, put in it all the info you wanted, and then ...


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If your only problem is that the multiplicative blending is tinting white when you otherwise don't want it to tint white, use BlentState.additive for additive blending with SpriteBatch. If the problem is that any arbitrary space in a sprite is being tinted, two sprites would seem to be the simplest solution.


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You can use an anti aliasing algorithm to fix it. One simple way to do AA is to take multiple samples per destination pixel when you down sample. Here's a link to one such method, called 4-rook ssaa! http://blog.demofox.org/2015/04/23/4-rook-antialiasing-rgss/


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Would you mind sharing your implementation with other interested programmers? I think there are a couple of people interested in a working implementation to play around with, so am I. I know I am "abusing" the answer function, but I do not have enough reputation to comment, sorry.


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you can "lock" the axis for a rigidbody so it cannot move/rotate/whatever around/along specific axis. Check the inspector options for the rigidbody component. http://docs.unity3d.com/Manual/class-Rigidbody.html


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I guess you refers to this shader. That's not an "anomaly", it's how this shader is supposed to work(not a great result imho). So let's have a quick look to the relevant code: float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); This first line transforms the normal from object space to view space. float2 offset = ...


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There are multiple approaches: Cut-out texture Create a fully transparent texture. Fill the texture with the ellipse shape on the CPU. Render the texture with alpha blend. You only need one texture per ratio of radii, so chances are you can generate some offline. Geometry Create a tessellated sphere, pass radii to vertex shader, deform shpere into ...


3

Because the default settings on the web player are low and on the unity editor are good. You can go to Edit > Project Settings > Quality, the default settings checkbox is in green light, you can change it in row Default and pressing the dropdown arrow.


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The artifacts are caused by scaling the images using point sampling / nearest neighbourhood filtering, which effetively doubles some of the pixels from the original image. To get better results, switch to bilinear filtering which uses weighed average of multiple pixels. The result will be a little blurry, but should look a lot better than the current one. ...


3

Yeah, most games use a model's rigging and apply animation tracks to the bones in real time based on things happening in the game or player input. Animations can also be blended between to make new animations or transition from one animation to another. Animations can also be combined such that the lower half of a body is playing one animation and the ...


1

In practice, the same features should be exposed to you, so it shouldn't make a difference in terms of functionality. It may be worth developing with a consumer (gaming) graphics card just to be more like the users who'll eventually play it, but your users will have such a variety of different cards it may not make a difference, really :) (And you'll want to ...


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The boards are simply made for different tasks it's just a question of time efficiency. Otherwise, there is no "effect" on the end product Think of it as a calculator. 1+1 will always equal 2 whatever calculator you use but some calculator does some type of calculations faster than others.


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I think this question is WAY outside the realm of an SE question (as far as getting code to do what you want) - This in not something easily done. You may be able to find something on the asset store that will calculate this for you - but in most professional game there would be a different clothing model for each character model. What you probably want to ...


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You're currently drawing the following lines: From point 0 to point 1. From point 1 to point 2. From point 2 to point 3 (wrong!). From point 2 to point 0. j < 3 should be j < 2.


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You draw out your first path, and it has no knowledge of other upcoming paths. Once you draw your second path (overlapping the first) you need to update your first path again, so that it knows about the second path. This is just a bad way of doing it. A better option would be to draw out all your paths first, and then check the neighbors in a second ...


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found the solution. quad[0].position = sf::Vector2f(x, y); quad[0].position = sf::Vector2f(xsize, ysize);* now fps is like 1100


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Verdict: One of the cBuffers was set to the incorrect stage. Edit: I'll leave this here because it was irrelevant, but not entirely worthless in the future. If your structs are cbuffers, they should be of type cbuffer. cbuffer cbBaseLight : register(b0) //16*2=32-bytes { float4 color; float4 intensity; }; cbuffer cbDirectionalLight : register(b1) ...



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