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1

Okay so I have fixed this. Hopefully this answer will help someone else. Okay if you look at this script MouseLook.cs under StandardAssets/Characters/FirstPersonCharacters/Scripts/. Go to lines 83,88,89. Make the following changes : m_cursorIsLocked = true;(line 83) change to 'false' Cursor.lockState = CursorLockMode.Locked; (line 88) change to 'none' ...


0

I'm not sure about in Slick2D, but in Unity this sort of problem can be caused by the engine not assigning indices to wholly transparent blocks. For example, if tiles 2-4 are totally transparent, Tiled would assign the fifth block as index 5 but Unity would assign the 5th block as index 2. Work-arounds may include slicing a dummy image with a solid color ...


0

This is one of many ways out there (This is what i think and probably not the best). This way is probably a little expensive to do. But here we go. Try to split the rendering step into 3 parts (Your spritesheet count) and for each part try to call the draw call as few as possible (batching) using the same texture/spritesheet. If you have a trouble on the ...


1

Primitives get rendered in the order they're found in the vertex buffer or index buffer if you're using one. You can use the index buffer to sort your primitives to render multiple mesh at different z-orders without having to move the vertices around in a single draw call provided they all use the same render settings (shaders, textures, blending, etc). So ...


0

You may need to generate your own Mesh dynamically and use a MeshRenderer. Which may require building your own texture atlas with all the tile textures. This would give you full control over the shape, size and texture coordinates of your custom sprites. http://docs.unity3d.com/ScriptReference/Mesh.html


2

You can do this with two cameras with different culling masks. When you have multiple cameras in your scene, each camera will be rendered separately. The culling mask decides what will be rendered by the camera. Then the output of all the cameras get drawn on top of each other in order of their "Depth" value. Click on "Layers -> Edit Layers" and create a ...


-3

Try drawing the sprite before anything else.


0

OMG!!!! It really worked :D The problem was shader, the default shader that unity provide for our game objects...Just change the shader from standard shader to legacy shader....then all of those game objects that were invisible will be visible :D Hope this works 4 ya :D Cheers......


0

You don't render a skybox as a "cubemap". You often render objects using a environment cubemap that matches the skybox, but the skybox itself is just rendered with a set of 2D textures. On Direct3D Feature Level 10.0 or later hardware, you can use a Texture2D array with 6 faces as both a cubemap and with another shader as six individual faces. The WIC ...


1

I would decouple the different concepts, and having 3 systems with separate goals: Position/Render system: updates/applies the visual position of your object every time this is rendered (60Hz) Logic system: takes decisions like "now I want to go towards point B" (15 Hz) Motion (or similar) system: "translates" the decisions taken by the Logic into whatever ...


0

I did it! Yay, I'm so proud! :P Ofc I didn't stopped to google, and I found my answer in a depth buffer. What I'm currently doing is the following stuff Gdx.gl.glClearDepthf(1f); Gdx.gl.glClear(GL20.GL_DEPTH_BUFFER_BIT); //1. set the function to LESS Gdx.gl.glDepthFunc(GL20.GL_LESS); //2. enable depth writing ...


7

I would guess that they've scaled and shifted their outputs into the range from 0f to 1f (0-255) for the purpose of that greyscale height visualisation. They probably omitted that adjustment from the formula because it's not critical to the shape they're describing with the normal map. Try multiplying the result by something in the neighbourhood of 0.5f ...



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