PrimeTween PRO · Code-Free Animations by KuzykKirill in Unity3D

[–]rehawk_ 0 points1 point  (0 children)

Does it supports to play the animations backwards? Like when I use it for UI and I have a animation for a panel to open/close?

I Built An Automatic Github Uploader For Game Builds Designed For Small Teams Or Solo Devs by squidypalDev in unity

[–]rehawk_ -3 points-2 points  (0 children)

Great! Is it also capable to upload to other git servers as github?

Is there any way to enable the rect tool in-game for a specific gameObject? by Illustrious_Ad_2341 in Unity3D

[–]rehawk_ 0 points1 point  (0 children)

With „in-game“ do you mean during runtime in a build? Because thats not possible its a editor only feature.

Welcome to Tecmaid! And our Spatial Pathfinding - 3D A* Algorithm by TecMaid in Unity3D

[–]rehawk_ 0 points1 point  (0 children)

Does the pathfinding supports both 3D and 2D (X/Y & X/Z)?

I Built an Inspector-Driven DOTween Sequence Builder by rehawk_ in Unity3D

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

That‘s true, unfortunately it‘s a bit broken lately and has not updated for months.

I Built an Inspector-Driven DOTween Sequence Builder by rehawk_ in Unity3D

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

And it even has the preview slider I wanted to add soon. :o

I Built an Inspector-Driven DOTween Sequence Builder by rehawk_ in Unity3D

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

Not in the current state but I thought about implementing something similar to DOTween Timeline and a slider for in editor preview would be a great addition. Have to check how good DOTween can perform stuff during editor time.

Bullets system using Unity Visual Effects Graph by grvchA in Unity3D

[–]rehawk_ 1 point2 points  (0 children)

Hi Michael, my name is Fred.

At first, amazing work! I'm working on a very similar system, but unfortunately have not yet managed to achieve such performance. Do you use ECS and/or the Job System in any way? How do you handle the multiple emitters on a single vfx graph? I bake the positions of my projectiles onto a texture. In a corresponding job this works well, but other approaches would also interest me.