Unity provides two built-in draw call batching methods: Static batching: For static GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and … In Unity’s Prefab An asset type that allows you to store a GameObject complete with components and properties. Convex Mesh Colliders are limited to 255 triangles. I've managed to write some code that randomly generates a mountain hex tile with a single peak. I have been working my way through quill18's hex-based civ-style game coding tutorial for Unity. All of the resources (prefabs, models, scripts) are in the same directories as they were on the original development machine, but are somehow becoming "unlinked" during the process of pulling them down to a new machine. Prefabs: Improved the performance of Prefabs in the Editor. e, addressables) converting to prefabs, but here missing meshes/scripts etc All these happened through the Unity Editor scripting itself. For more information, see How to configure Play Mode. Go to your prefab and check the mesh renderer, it must have the receive shadows and cast shadows property activated like in the image: Then remember to update your prefab: Drag one prefab to the scene, activate the receive shadows and cast shadows properties from the mesh renderer and finally apply changes. GetAssetPath (fbx) Mesh meshAsset = AssetDatabase 0.
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