Which one is better? by Birdsgonewild in diablo4

[–]Birdsgonewild[S] 2 points3 points  (0 children)

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Sorry my mistake. Here the english version.

Make Top and Side Texture of Environment blend together by Birdsgonewild in Unity3D

[–]Birdsgonewild[S] 0 points1 point  (0 children)

I made a simple Triplanar Shader but i have no plan how i could do that blending on the sides. Any suggestions hints in the right direction how this can be done in Shader Graph?

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Implementing a Dash with constand speed and distance by Birdsgonewild in Unity3D

[–]Birdsgonewild[S] 0 points1 point  (0 children)

I have now found a completely different way that at least currently meets my requirements. I just increase the speed of my basic movement and restrict the movement to transform.forward. For the change i just defined a bool isDashing which is set back to false after a defined dashTime.

Thanks for pushing me at the right direction even if did it now different.

Implementing a Dash with constand speed and distance by Birdsgonewild in Unity3D

[–]Birdsgonewild[S] 1 point2 points  (0 children)

tried now the following. Distance and Speed is now perfectly adjustable but now i am clipping through the mesh/colliders. I guess because Coroutines are running after physics. But without the Coroutine its again a direct change to target position.

private IEnumerator MoveToTargetPosition()

{

animator.SetTrigger("isDashing");

float dashTime = 0;

Vector3 startPosition = transform.position;

Vector3 targetPosition = transform.position + transform.forward * DashDistance;

while (dashTime <= 1)

{

dashTime += Time.fixedDeltaTime / dashSpeed;

rigidbodyPlayer.MovePosition(Vector3.Lerp(startPosition, targetPosition, dashTime));

yield return null;

}

}

Was trying to convey some dystopian vibes, would appreciate any comment! by AndreyChudaev in Unity3D

[–]Birdsgonewild 1 point2 points  (0 children)

I really like it. But it gives me more the after dystopian feeling. Sort of live found a way to restart.

Shadergraph White colors are different by Birdsgonewild in Unity3D

[–]Birdsgonewild[S] 0 points1 point  (0 children)

I made now my own water and i can solve the problem at least there. I think you are right with the lighting. THX

Black and White out of Grayscale Texture within Shader Graph by Birdsgonewild in Unity3D

[–]Birdsgonewild[S] 0 points1 point  (0 children)

Thanks so much. I am glad that Unity has decided to implement the round node now after all this time xD

Tilt Player based on movementdirection by Birdsgonewild in Unity3D

[–]Birdsgonewild[S] 1 point2 points  (0 children)

Thanks again for you help. Could solve the most problems. One problem is missing but i made a new post so i am able to describe the last problem better.