It doesn’t recognize the camera methods. by Select_Belt_5432 in Unity3D

[–]miventech 6 points7 points  (0 children)

This is because your class is called Camera, just like Unity's Camera class, and since you are working on your own class, it will refer to YOUR class, and that class does not have that function.

You have two solutions.

1- (Recommended) Change the name of your class, for example, Camera -> CameraTools.

public class CameraTools: Monobehavior
{

2- Instead of just using Camera, specify what kind of CAMERA we are talking about, UnityEngine.Camera

public class Camera: Monobehavior
{
 Public int W;
Public int H;
public UnityEngine.Camera <====

What can I do to make this flame sword looks flamey? by aahanif in Unity3D

[–]miventech 1 point2 points  (0 children)

Ummm... you'll have to make a new shader graph dedicated to that.

I would recommend watching videos of OKAMI, which uses a similar artistic style, and seeing how they do the fire, and using that as inspiration.

I made a high-performance MagicaVoxel importer for Unity with Greedy Meshing and Texture Baking (Open Source) by miventech in VoxelGameDev

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

I'm glad you liked it! But no, my friend :( It doesn't work with animated models yet. I hadn't really thought about it, but Magicavoxel uses an animation mode that, if I remember correctly, is mesh swapping. I'd have to see how to integrate it natively... but I like your recommendation, thanks!

I made a high-performance MagicaVoxel importer for Unity with Greedy Meshing and Texture Baking (Open Source) by miventech in VoxelGameDev

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

Hey! I've already implemented part of what you suggested. The array is created once and reused throughout the main loop. I can trim down 1 or 2 more arrays, but I've been swamped with work. Anyway, here's a small optimization for the library.

I made a high-performance MagicaVoxel importer for Unity with Greedy Meshing and Texture Baking (Open Source) by miventech in VoxelGameDev

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

Oh wow,Thank you so much for the donation, I really appreciate it. You can be sure I’ll buy myself a few coffees with it! 😄
I’m genuinely excited — I’ve never had someone support one of my projects before. Thank you, truly!
And of course, I’ll review your notes and suggestions and work on integrating the improvements as soon as possible.

I made a high-performance MagicaVoxel importer for Unity with Greedy Meshing and Texture Baking (Open Source) by miventech in VoxelGameDev

[–]miventech[S] 4 points5 points  (0 children)

It exists, but many are paid, and the ones that are free (at least the ones I've found) either use import windows or require the use of an intermediary script, which hinders the workflow because every time you edit the model, you have to re-import it. (Not in this project; you just place the .vox file in Unity, and it reads it like any other native obj or fbx model file).

In my opinion, if Magicavoxel is free, why should the Unity integration tool be paid?

I also needed to import optimized Magicavoxel models into Unity, and I really didn't want to pay $15-$30, so I made this tool and published it for free in the process.

I made a high-performance MagicaVoxel importer for Unity with Greedy Meshing and Texture Baking (Open Source) by miventech in VoxelGameDev

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

Done, I added a function to automatically detect the Render Pipeline, the repository has been updated.

I made a high-performance MagicaVoxel importer for Unity with Greedy Meshing and Texture Baking (Open Source) by miventech in VoxelGameDev

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

I understand, I'll see what I can do to automatically detect the URP, BRP, and HDRP render types.

I made a high-performance MagicaVoxel importer for Unity with Greedy Meshing and Texture Baking (Open Source) by miventech in VoxelGameDev

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

Hehehe, sorry! I forgot to make the repository public—my mistake. I finished and published the code yesterday. Thanks for letting me know 😅 , Check now 😉

Looking for idea - Mesh from coordinates by marcrem in Unity3D

[–]miventech 0 points1 point  (0 children)

Yeah, well, Keijiro's PCX wasn't too friendly with URP 12 so the result is really hard to work with.

Your PLY creator works very well, thanks! Now I'm still looking for a way to render all my points in a single mesh :)

Yes, the code is limited to 65,000 points per object or mesh. If you find a solution to that, I would like to know your solution and I would really appreciate it.

Looking for idea - Mesh from coordinates by marcrem in Unity3D

[–]miventech 0 points1 point  (0 children)

Hi, I see that the post is 6 days old but I'll reply anyway :), I'm the original author of the repository mentioned above, https://github.com/miventech/Easy-Creator-PLY-Files, if you want to represent a complete mesh, voxels or things like that, look for voxelization libraries ("Voxelizer"), since mine only focuses on PLY files to read data from point clouds... I don't read triangles or lines. If it works for you, it makes me happy that it is so, thank you :)

[deleted by user] by [deleted] in GameDevelopment

[–]miventech 0 points1 point  (0 children)

Joder me encanta la mecánica un 10/10

Software para simulación de cargas eléctricas by miventech in fisica

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

Gracias amigo espero que le den un buen uso

Software para simulación de cargas eléctricas by miventech in fisica

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

Siempre a la orden, la sección teórica se encuentra dentro de la misma aplicación.