cgCody
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Even more to that point, I tried the tightness and springiness (and the rest of the options) in every combination of amounts, and it had no effect on the sloppiness. It seems connector physics and ...
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Hah! When I discovered the issue, I had a look at how you did your characters as I recalled you rigged the fingers. I was perplexed as to how you had 0% strength and springiness with no issue. Now ...
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In the gameplay gear > global settings gadget there's an option for fall height, and camera boundary.
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Thanks. I might end up doing that, but with emitting/demitting just to save on memory usage anyway.Maybe something like view frustum culling. I think that's built into the game engine, but I could ...
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Thanks fellas. The main thing is that I gladly won't be stopped from uploading. The object culling isn't noticable. Time to double up on trees!Thanks Andy. Not sure I'll be done in time for the Jam...
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'@Rabagast, if you don't plan on making local changes, then I suppose the "keep local changes" option doesn't really matter either way. It's really only if you make local changes, as TAP explained,...
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The propogation is in one direction. ie, you have your source files (characters, props, etc), where changes propagate to your destination (level) scenes.Ideally, major changes would be made in the ...
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If you've saved the character out as a separate asset, then you only need to make the changes once, then use the update feature in each scene. Otherwise, I'd make the changes once, select it, and s...
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Nice! I wasn't sure the teleporter idea would work, but that's pretty cool. I'll have to remember to take a look when you publish what you're working on.
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Yeah, you're welcome, though I didn't really do much. You're back to square one. Hehe