If you have a heightmap that is, say, 512x512 and reinterpret it as a volume of 512x512x512, with every voxel set to a value of 0 that would be in the terrain, marching cubes should give you a similar result on this than what you would get when building a regular heightmap terrain. In order to get closer to the proper heightmap, you can use a more accurate ...
Blender uses meters as its default unit scale. If you add in a cube, it will give you the option to change its size in the popup window. Set the cube to the desired scale and match the scale of your object to it or set the cube to 1 m and use it to determine the scale of your grid lines.
As for smooth shading, that just turns on normal averaging on the ...
Simpler approach is to set "Stretch Mode" (in project settings under Display -> Window -> Stretch) to "Viewport".
With "Stretch Mode" set to "Viewport", the rendered resolution will match the design resolution (in project settings, under Display -> Window -> Size). This may result in enlarged "pixels&...
This question has been answered, thanks to DMGregory for editing this, because if i didnt have those specific keywords i wouldnt have been able to find answer
In the character controller compoment i changed the step offset to 0
Is it just to create invisible collider objects that set an offLimits bool to true?
It's even easier than that. You can just enable or disable the invisible wall colliders with gameObject.SetActive(false);. A Collider component on an inactive gameObject doesn't block anything.
But keep in mind that putting invisible walls in your game really breaks ...
I found a pretty neat solution using the LineRenderer component with a script which places its positions on a procedural arc.
First we need a character. I am using Unity Chan from the Asset Store for this demonstration.
Right-click on your character in the Hierarchy and select Effect > Line. Move that new child-Object to where you want the center of the ...
You can create the mesh in Blender (or another 3D modeling program).
After that, you can create a single channel texture (red for example), where at the start of the health bar it's 0 and it slowly fades to 1 until you get to the end of the mesh, like this:
Note: The choice of using only one channel for the texture is just because you don't need the rest, ...
It seems the "Target Eye" property now hides from the Inspector unless you change it via a script at runtime.
camera.stereoTargetEye = StereoTargetEyeMask.None;
Which causes to correctly take over the desktop display without rendering in the HMD.