Newest Questions

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0 answers
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I have multiple different classes which need to perform the same complex operation So to keep my code dry, I'm using a manager object which requires a delegate for the complex operation Here's a ...
M. R. M.'s user avatar
  • 151
1 vote
0 answers
31 views

I'm developing a custom Vulkan renderer and want to integrate a QML-based UI into it. I already have a working Vulkan setup and also managed to render QML over Vulkan using a separate ...
Александр Куликов's user avatar
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0 answers
95 views

I have a 3d renderer I'm working on, and I need to know how the specific details of the human eye so I can project that to a coordinate, what is the math that does this given spherical coordinates and ...
Xflightenjoyer's user avatar
0 votes
1 answer
50 views

Note: I intend to use only the Inspector window to use all textures, not Shader Graph or Nodes or any custom scripts. Also I might use some technical terms incorrectly by mistake, as I'm not much ...
Vikas's user avatar
  • 103
0 votes
2 answers
87 views

I had some questions about Physics / Rigidbody in Unity. I have a 2D sprite with a collider. The 2D sprite is simply a card that I place on a table with the mouse. I use the collider for raycasting (...
Curio's user avatar
  • 199
0 votes
1 answer
82 views

I am trying to bake a scene with these settings: and getting artifacts like squares and noise on walls: I did try to solve it for quite a while, checked this whole documentation, tried higher number ...
Paul Brecelj's user avatar
1 vote
0 answers
33 views

My understanding is that, in general, we can supply data to the GPU in some format (in D3D, as defined by DXGI_FORMAT_xxx) and it will be implicitly converted to ...
Benjamin's user avatar
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0 answers
38 views

I have a skeletal mesh with a Physics Asset assigned to it as such: This skeletal mesh is used within an ACharacter with collision settings as such: And an actor which has the overlap event as such: ...
M. R. M.'s user avatar
  • 151
0 votes
1 answer
47 views

I'm currently working on a Unity BepInEx Plugin that should allow users to customize certain textures in the game. As part of this, I need to extract sprites from a sprite atlas into individual ...
Ashiepaws's user avatar
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0 answers
33 views

I need help with how to apply greyscale shading to objects in a 3D renderer I made in Python. The code is pasted below: ...
BrainBonkers's user avatar
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2 answers
104 views

The "Car" in question is a plane. The question is pretty self explanatory. Here's the Car in the Hierarchy: Here's the car in the inspector: And here's the PlayerMovement script: ...
IamaPineapple24's user avatar
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0 answers
35 views

I was using tinkering with vulkan and was wondering if a SSBO can store a mix of structs of different kind like shown in picture and pass offsets of the said structs to access them in shader.
Nobody's user avatar
  • 1
0 votes
1 answer
62 views

I'm trying to render a cone at the gpu for some effects. I'm using the parametric equation provided here. I ended up with the shader below intended to work with an unorderedaccessview target (DX11). I'...
philB's user avatar
  • 331
1 vote
1 answer
80 views

For context: I am currently working on a BepInEx Plugin for the Unity-based game Hollow Knight: Silksong. The goal is to be able to replace the base game sprites with custom ones. The game uses Sprite ...
Ashiepaws's user avatar
1 vote
1 answer
55 views

When employing texture arrays how does typically communicate the associated indices when rendering to batch as much work as possible per draw? The only approaches I can think of are: Supply texture ...
Benjamin's user avatar

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