Questions in topic: "inverse"
http://answers.unity.com/questions/topics/single/5950.html
The latest questions for the topic "inverse"New Input System Value Inverse issue.
http://answers.unity.com/questions/1863180/new-input-system-value-inverse-issue.html
Hi,
I'm use Unity's new input system for my projects. but the problem is it' work fine in the beginning. but if press outside of Game window. inputs get reversed.
I mean, I used shit key to increase my throttle. so usually it's 0 at normal and 1 when it's pressed. but it inverse if I pressed some where outside the editor. so it's 1 at normal and 0 when pressed.
this is how I read values,
throttleInput = throttleInputAction.ReadValue();inputvaluesinput managerinverseMon, 27 Sep 2021 14:32:55 GMTBhanuka_DassanayakeQuaternion inverses
http://answers.unity.com/questions/1861700/quaternion-inverses.html
Let's say I have a GameObject `A` with a child `B`. `B` has a local position `B.localPosition` and local rotation `B.localRotation`. Now let's say I want to modify the forward axis of `B` such that it gets rotated by some new Quaternion `c` so that it points in rotation `d`.
To achieve this, I want to modify the rotation of `A` Instead of directly modifying the rotation of `B`. How would I calculate the necessary rotation to set to `A` to achieve this?
----------
My guess would be: `(A.rotation * B.localRotation) * c = d`. I know `B.localRotation`, `c`, and `d`. However, I'm not sure how to calculate `A.rotation` given the non-commutative property and ordering of quaternion multiplication.quaternioninverseSat, 18 Sep 2021 19:52:49 GMTairollCompute shader: Why colors inverse due to proximity to the object?
http://answers.unity.com/questions/1819592/compute-shader-why-colors-inverse-due-to-proximity.html
Hello everybody,
I'm working with an existing shader, which simulates fluids. I need the fluids to look as if they are "sandy", so I've added a normal map to the shader.
float4 frag(v2f IN) : COLOR
{
half4 bump = tex2D(_BumpMap, IN.uv);
half2 distorion = UnpackNormal(bump).rg;
IN.uvgrab.xy += distorion * _Magnitude;
fixed4 col = tex2Dproj(_GrabTexture, UNITY_PROJ_COORD(IN.uvgrab));
int x = (int)(IN.uv.x*_Size.x);
int y = (int)(IN.uv.y*_Size.y);
return _ColourRamp[clamp(_Particles[y * _Size.x + x], 0.0, 255.0)] * col;
}
In this frag function I apply the normal map together with the colors, by multiplying the returned color by the normal **col** variable.
This is the outcome:
![alt text][1]
![alt text][2]
You can see two images of the same object but with different colors.
The first (red tinted) image is taken from a very close angle - and it actually looking as expected.
The second image is taken from a far angle, and is looking like the colors are inverse.
Why do I get this color inversion behavior?
Please help!
[1]: /storage/temp/176997-very-close-angle.png
[2]: /storage/temp/176998-far-angle.pngshadercolornormalmapfragmentinverseThu, 04 Mar 2021 14:19:01 GMTEco-EditorHow to set indirect relation to key, value pairs, study case of a line renderer?
http://answers.unity.com/questions/1744817/how-to-set-opposite-indexes-for-an-array.html
Hello everybody,
My question is about setting opposite indexes (indirect relations) for a multidimensional array of line renderer position points, as the key: position index, and the value: position vector3
the way it works, once a line is drawn line renderer component shows a list of key, value pair with indexes going from 0 - position count, and the added points (vector3).
For example, a line with three points would be (as the position count index is the first number, followed by vector3):
0, (-0.5, 0, 1)
1, (0.5, 0, 1)
2, (1.5, 0, 1)
My goal is to revert the order, such that:
0, (1.5, 0, 1)
1, (0.5, 0, 1)
2, (-0.5, 0, 1)
As you can see the index remains the same, the order of the vectors is reversed (this is also called indirect relations).
This is what I've tried so far - but it's not working well:
I've created a list of Vector3 positions, and populated it with the points above.
The code is:
for (int i = 0; i < positions.Count; i++) {
lineRenderer.SetPosition(lineRenderer.positionCount - i, positions[i]);
}
However, on the first point I get an error about a negative linerenderer.positionCount
and the point at position(0) = (0 , 0 , 0)
So I think this is not a correct code.
Thankslistlinerendererpositionsrelative positioninverseTue, 23 Jun 2020 10:06:26 GMTEco-EditorInvert Collider/Collision
http://answers.unity.com/questions/1735698/invert-collidercollision.html
Is it possible to invert a collider?
I want to make a "*death trigger*", e.g. if the player leaves the play area or glitches out of the actual play area, that the player gets reset back to the play area. I know that probuilder can invert normals, but I could not find something about colliders.collisioncollidercollision detectioninvertinverseThu, 28 May 2020 13:23:25 GMTgg-ezProblem with getting constructional slope angle.
http://answers.unity.com/questions/1580096/problem-with-getting-constructional-slope-angle.html
void EulerToAngle()
{
eulerAngleX = currentObject.transform.eulerAngles.x;
eulerAngleY = currentObject.transform.eulerAngles.y;
float curRotX = currentObject.eulerAngles.x;
float curRotY = currentObject.eulerAngles.y;
float InversedX;
float InversedY;
if (curRotX > 0 && curRotX < 90)
{
InversedX = Mathf.InverseLerp(0, 90, curRotX);
angleX = Mathf.Lerp(0, 90, InversedX);
}
if (curRotX > 90 && curRotX < 180)
{
InversedX = Mathf.InverseLerp(90, 180, curRotX);
angleX = Mathf.Lerp(90, 0, InversedX);
}
if (curRotX > 180 && curRotX < 270)
{
InversedX = Mathf.InverseLerp(180, 270, curRotX);
angleX = Mathf.Lerp(90, 0, InversedX);
}
if (curRotX > 270 && curRotX < 360)
{
InversedX = Mathf.InverseLerp(270, 360, curRotX);
angleX = Mathf.Lerp(90, 0, InversedX);
}
This code shows me correct constructional angle, except the cases when angle is right, half full...
For example when Euler angle is 359 or 1 the constructional angle is 89. The problem appears when Euler is 360/0,270,180,90 and show 0 or 9 degrees.lerpangleeuleranglesslopeinverseTue, 11 Dec 2018 20:37:06 GMTCDAXRCReverse of this function?
http://answers.unity.com/questions/1546961/reverse-of-this-function.html
I would like to have a function that finds x,y,z with a given vector. Opposite of this function.
public Vector3 grid_norm(int x, int y, int z, int gridSize) {
Vector3 v = new Vector3(x, y, z) * 2f / gridSize - Vector3.one;
float x2 = v.x * v.x;
float y2 = v.y * v.y;
float z2 = v.z * v.z;
Vector3 s;
s.x = v.x * Mathf.Sqrt(1f - y2 / 2f - z2 / 2f + y2 * z2 / 3f);
s.y = v.y * Mathf.Sqrt(1f - x2 / 2f - z2 / 2f + x2 * z2 / 3f);
s.z = v.z * Mathf.Sqrt(1f - x2 / 2f - y2 / 2f + x2 * y2 / 3f);
return (s);
}vector3mathspherenormalinverseMon, 27 Aug 2018 22:16:53 GMTBenjamesHow to get the name of a List from one of its items
http://answers.unity.com/questions/1511326/how-to-get-the-name-of-a-list-from-one-of-its-item.html
So I got two Lists<> of GameObjects and i got a Method i want to pass one of those lists depending on which GameObject made the call to the method. Maybe some code might explain it a little easier:
List<GameObject> playerList1 = new List<GameObject>(4);
List<GameObject> playerList2 = new List<GameObject>(4);
public void SwitchPlayerSelection(List<GameObject> playerList){
foreach(player in playerList){
if(player.isSelected) player.isSelected = false;
}
this.isSelected = true;
}
So if some other script is calling this method when manipulating a playerobject, I want to be able to deselect all playerobjects from the list the calling playerobject belongs to, and just select the one calling it ( `this` ). But how do I find out, which List it DOES belong to? Here's an example:
//imaginary method GET_LIST_NAME
if(myPlayerObject.needsToBeSelected){
myPlayerObject.SwitchPlayerSelection(myPlayerObject.GET_LIST_NAME())
}
Note that i DO have workarounds for this (like checking both lists with `List.Contains()` and then looping through the appropriate one, or just use a Dictionary in the first place. But I'm curious if there is a feature of C#'s Lists (or arrays!!!) that allows me to conclude the list's name from one of its items.
Thanks in advance.arraylistprogramminginverseSun, 27 May 2018 17:39:28 GMTpaezriceInversion of ball motion using gravity
http://answers.unity.com/questions/1455220/inversion-of-ball-motion-using-gravity.html
I'm just using the ball with gravity.
And simply, when the ball enters a certain section, I want to use the z-axis inversion to roll the ball.
So to put it concrete, if I tilt the floor under the ball down, the ball rolls down, but the ball goes up in that section.
Is there a way to simplify this functionality?
Oh, I just want the z-axis inversion, and I do not need x-axis inversion.inverseTue, 16 Jan 2018 06:43:00 GMTwjdrmstnHow should I Clamp a Mouseposition to a circle?
http://answers.unity.com/questions/1379655/how-should-i-clamp-a-mouseposition-to-a-circle.html
So basically I want to be able to move my mouse everywhere BUT the circle
![Missing Image][1]
I have tried this:
public Transform crosshair, ship;
public float rotationSpeed = 10f, radius = 5f;
void Start()
{
Cursor.visible = false;
}
void Update()
{
Vector2 mousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
Vector2 cantTouchThis = ship.position;
Vector2 direction = mousePosition - cantTouchThis; //direction from Ship to Cursor
direction = Vector2.ClampMagnitude(direction, radius);
crosshair.position = cantTouchThis + direction;
}
Now how would I invert *Vector2.ClampMagnitude(direction, radius)* ?
[1]: /storage/temp/97799-cursorlock.pngmousepositionclampinverseSun, 16 Jul 2017 06:43:51 GMTWalter_HulsebosHow do I rotate an object around another to have its opposite ?
http://answers.unity.com/questions/1353263/how-do-i-rotate-an-object-around-another-to-have-i.html
Hello everyone !
In the last days, I made a mini algorythm to stick two gameobjects like to magnets on the Start() on Unity (no rigidbody, no modification in-game, it's only at the begin of the scene). So here's my process :
1. I make a "base" gameobject called "Module" that never move at the generation ;
2. I make a point that will be the reference to place the second gameobject ;
3. I instanciate a second gameobject "Module" that will be rotated around its placement point and moved to the base's placement point.
But the code that I made is not working so well, the second gameobject is never to the place I want it to be. It's always a bit rotated and I don't have any idea to correct that, whereever the first gameobject is.
So here's what I expected:
(in black, the base's module, in white the second module that will be placed)
![alt text][1]
And here's what I have :
(n.b. : I rotated the base's module to explain the problem I have)
![alt text][2]
I'm working on it during the last 14 hours, I just can't find a correct solution. If someone have a solution, that would be ery helpful thanks !
This is the last version of my placement code
("oldExit" is the base's placement point and "newExit" is the second gameobject's placement point. There are both childs of their own Module's gameobject.) :
private void MatchExits( ModuleConnector oldExit, ModuleConnector newExit )
{
Transform newModule = newExit.transform.parent;
Transform oldModule = oldExit.transform.parent;
Quaternion oldRotation = oldExit.transform.rotation;
Quaternion newRotation = newExit.transform.rotation;
newModule.transform.rotation = oldRotation;
newModule.transform.LookAt(oldExit.transform);
/* correction forward */
float correctionForward = Vector3.Angle(Vector3.up, oldExit.transform.forward) * Mathf.Sign(oldExit.transform.forward.x) * Mathf.Sign(oldExit.transform.forward.y) * Mathf.Sign(oldExit.transform.forward.z);
correctionForward -= Vector3.Angle(Vector3.up, newExit.transform.forward) * Mathf.Sign(newExit.transform.forward.x) * Mathf.Sign(newExit.transform.forward.y) * Mathf.Sign(newExit.transform.forward.z);
newModule.RotateAround(newExit.transform.position, newExit.transform.right, correctionForward);
correctionForward = Vector3.Angle(Vector3.forward, oldExit.transform.forward) * Mathf.Sign(oldExit.transform.forward.x) * Mathf.Sign(oldExit.transform.forward.y) * Mathf.Sign(oldExit.transform.forward.z);
correctionForward -= Vector3.Angle(Vector3.forward, newExit.transform.forward) * Mathf.Sign(newExit.transform.forward.x) * Mathf.Sign(newExit.transform.forward.y) * Mathf.Sign(newExit.transform.forward.z);
newModule.RotateAround(newExit.transform.position, newExit.transform.up, correctionForward + 180);
Vector3 correctiveTranslation = oldExit.transform.position - newExit.transform.position;
newModule.position += correctiveTranslation;
}
[1]: /storage/temp/94098-final-render.jpg
[2]: /storage/temp/94099-final-render-bug.jpgrotationpositionrotaterotatearoundinverseThu, 18 May 2017 00:36:50 GMTDarkRewar3rd Person Camera inversion
http://answers.unity.com/questions/1346318/3rd-person-camera-inversion.html
So basically I used the tutorial on https://code.tutsplus.com/tutorials/unity3d-third-person-cameras--mobile-11230 to make my 3rd person camera and it works great but I want the camera to be inverted when I move the mouse up the camera looks down and vice versa. Anyone able to help?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CameraScript : MonoBehaviour {
//It's the ship
public GameObject Ship;
public float TurnSpeed;
//How far away the camera should be from the ship
private Vector3 offset;
void Start()
{
//May act funny when not maximaized in editor
//Hides mouse
Cursor.visible = false;
offset = Ship.transform.position - transform.position;
}
private void LateUpdate()
{
float horizontal = Input.GetAxis("Mouse X") * TurnSpeed;
Ship.transform.Rotate(0, horizontal, 0);
float desiredAngle = Ship.transform.eulerAngles.y;
Quaternion rotation = Quaternion.Euler(0, desiredAngle, 0);
//Take the distance between the camera and the ship
transform.position = Ship.transform.position - (rotation * offset);
//Lookat the Ship
transform.LookAt(Ship.transform);
}
}cameracamera movementinverseFri, 28 Apr 2017 06:02:08 GMTLegitTeddyBearsWhy Quaternion from inverted Euler angles not equal to inverted Quaternion from original Euler?
http://answers.unity.com/questions/1307199/why-quaternion-from-inverted-euler-angles-not-equa.html
Could you explain please, why these two inverted quaternions are not equal:
Vector3 ev = new Vector3(x,y,z);
Quaternion q = Quaternion.Euler(ev);
Quaternion iq1 = Quaternion.Euler(-ev);
Quaternion iq2 = Quaternion.Inverse(q);
if (iq1 != iq2)
{ Debug.LogWarning(" =( "); }
This warning prints every frame.
I expect, quat. from inverted Euler angles should be equal to inverted quat. from original Euler.quaternioneuler anglesinverseWed, 01 Feb 2017 11:07:27 GMTSaSha_KWhat exactly does Mathf.InverseLerp() do?
http://answers.unity.com/questions/1292020/what-exactly-does-mathfinverselerp-do.html
Example `Mathf.InverseLerp(5.0f, 10.0f, 8.0f)` this return 0.6, whats mean this value returned?
Unity doc say me that this value is inear parameter t that produces the interpolant value within the range [a, b]. What does that mean?lerpmathmathfinterpolationinverseFri, 30 Dec 2016 02:44:19 GMTJosecond1Rotate object inverse ground
http://answers.unity.com/questions/1140202/rotate-object-inverse-ground.html
I want to make a horse for my game and simple prototype will have horse based on Rigidbody...
I have problem: I want to horse be always pointing up from terrain something like spider pointing down when on ceiling and up if on floor and right if on wall... i figured out that i can get normals from raycast but i don't know how to convert them to rotation... please help :)rigidbodyinverseWed, 10 Feb 2016 19:07:36 GMTbobor20001How to flip a Quaternion to face the opposite direction, without knowing the axis
http://answers.unity.com/questions/1125215/how-to-flip-a-quaternion-to-face-the-opposite-dire.html
Hello there. My question is probably more complicated than it seems (or perhaps it's a lot more simple - I don't know...).
I've checked various questions, documentation and posts here, but I remain unclear about this...
I'd like to know if Quaternion.Inverse 'flips' the rotation around 180 degrees, or does it return a rotation that would, when multiplied (added, I guess) to the original, produce an identity Quaternion? That is, one without any rotation.
To me, it seems like the 'inverse' of a rotation is different to a rotation facing in the opposite direction. The opposite direction, when multiplied (added) to the original will not send the rotation back to '0', right? It will make it U-turn.
So how do I 'flip' a Quaternion 180 degrees, without necessarily knowing the axis?
Cheers.rotationquaternioninverseMon, 11 Jan 2016 10:26:35 GMTmoosefetcherreversing current velocity of 2D rigidbody with button press
http://answers.unity.com/questions/997609/reversing-current-velocity-of-2d-rigidbody-with-bu.html
I have a 2D 'player' ball that is constantly bouncing back and forth between two platforms. How would i go about changing that balls velocity to the opposite direction on Key press.
Here's an illustrated representation: http://i.imgur.com/KZTBswD.png?1
The Black arrow represents the direction the player is going in, the Red arrow represents the direction the player would go once the Key is pressed.
so, how would i go about making a script that would inverse the current velocity of that ball? Just in general, if the ball is heading down how would i make its so that i press a key to reverse it to go up, and if its going up how can i make it so that a key reverses it and makes it go down. once again this is in a 2D work space.
Thanks all~! any help is very much appreciated, sorry if my explanation sounds confusing.rigidbody2dvelocitycolliderscolissioninverseWed, 01 Jul 2015 09:54:13 GMTjoechancey11angularVelocity equivalent of InverseTransformDirection?
http://answers.unity.com/questions/977146/angularvelocity-equivalent-of-inversetransformdire.html
Looking for a way to convert world space physics rotation vectors into local space physics rotation vectors. Need more than just converting transform.rotation into local space. Need to know whether object is rotating in a positive or negative direction with respect to its local axes. Thanks.inverseSun, 31 May 2015 08:17:12 GMTtheOtherHolmesHow to know if an object has positive angularVelocity in LOCAL space
http://answers.unity.com/questions/973611/how-to-know-if-an-object-has-positive-angularveloc.html
This is a follow up to the question [here][1], which covered linear velocity. Is there a way, similar to InverseTransformDirection, that can turn angularVelocity in world space to angularVelocity in local space?
As in the previous post, I'm programming an automatic full stop feature for a spaceship, and I need to know whether the ship is moving in a positive or negative direction relative to its local axes -- if it's moving positive, then the full stop function applies negative AddRelativeForce, and vice versa, to bring the ship to a stop. For rotation, it's the same idea, except that I need to apply AddRelativeTorque. In other words, it's an inverse correlation: positive movement needs a negative force, negative movement needs a positive force.
The problem is that GetComponent().angularVelocity returns angular velocity in world space. So when the ship is turned around in world space (facing backwards or upside down, depending on which rotational axis we're talking about), the function doesn't work -- the inverse correlation breaks down. On the x axis for example (which controls whether the ship is pitching up or down), negative angular velocity in world space actually means positive pitch in local space, which needs to be countered by negative pitch. But because Unity sees negative angular velocity, it thinks that positive force is required to stop it -- which actually *speeds up* the pitch rotation, the opposite of what I need.
So, basically I'm looking for the rotational equivalent of InverseTransformDirection. (On a whim, I tried InverseTransformVector. Didn't work.)
Any help would be greatly appreciated.
[1]: http://answers.unity3d.com/questions/971523/how-to-know-if-an-object-is-moving-toward-its-loca.htmlinverseTue, 26 May 2015 06:13:12 GMTtheOtherHolmesDisplaying only part of an object
http://answers.unity.com/questions/926173/displaying-only-part-of-an-object.html
I want to have some objects that aren't displayed until an other object intersect them and then they are visible only for the intersected part, something like this (but in 3D):
![alt text][1]
where the blue part is the part to be shown and the circle is the moving area that make the objects appear.
Searching around, I found [this][2], let's say that what i want is the opposite.
How could I achieve such effect?
Thanks.
[1]: http://i.imgur.com/fvsDpYX.jpg
[2]: http://wiki.unity3d.com/index.php?title=DepthMaskdisplayhideareadepthmaskinverseTue, 17 Mar 2015 15:43:06 GMTChiPMahtf.inverselerp
http://answers.unity.com/questions/924373/mahtfinverselerp.html
Hey so i have a simple question
can i get mathf.inverselerp to return a value between -1 and 1 instead of 0 and 1?
Thanks ~ScottmathfinverseSun, 15 Mar 2015 03:21:18 GMTWeirderChimpInverse of a texture for masking?
http://answers.unity.com/questions/902523/inverse-of-a-texture-for-masking.html
Hey, I was wondering how you can get the inverse of a texture?
Like in photoshop when you have a grayscale image you can make the white values black and the black values white. I need this because I'm generating a texture during runtime with my kinect and want the inverse of this image for masking.
I've got the mask working, but it's masking everything that is black and I need it the other way arround.
so I thought the easiest way was the inverse of my texture. If you have other better solutions I'm all ears aswell :Dtexture2druntimekinectmaskinginverseMon, 16 Feb 2015 13:39:18 GMTdeetsGUILayout.BeginScrollView inverse text added
http://answers.unity.com/questions/888579/guilayoutbeginscrollview-inverse-text-added.html
hi All,
im using GUILayout.BeginScrollView to show 'textchat strings'.
actually while add new text then the texts will show in top than old.
how to reverse actually text from bottom to top?inverseThu, 29 Jan 2015 14:15:02 GMTaanimationHow to invert a 2D animation
http://answers.unity.com/questions/809744/how-to-invert-a-2d-animation.html
Hello Unity Community!
I'm almost started to learning Unity. I'm making a basic 2D game and I have a problem with animations. I have done all scripting and animations for basic movements (idle, walk, jump) but when I walk backward it's still playing the walk forward animation.
What should I do? I know it's a stupid question but I have tried to scale x -1 on local parameters but it doesn't work, the player (gameobject) appears on other x position.
I need a solution to fix this. Can somebody help me? Thanks you2d2d animationinvertinversebackwardWed, 15 Oct 2014 15:19:21 GMTJotakuunInvert Color Shader (without see-through)
http://answers.unity.com/questions/799759/invert-color-shader-without-see-through.html
Hello Community!
I'm wondering how it's possible to achieve a Shader that inverts an objects color that it touches.
Something like in the following video
https://www.youtube.com/watch?v=X1xR8xQvgJc
I already found this shader:
http://forum.unity3d.com/threads/invert-colors-shader.205244/
the problem with this one is, that the object (e.g. an Cube) where the shader is applied to acts like a mirror and inverts everything you look at. I want the object with the shader to be invisible and is just inverting the color of the objects thats inside it.
My Intention is to get a similar result like in the image:
http://www.androidshock.com/wp-content/uploads/2013/10/Paper-Sorcerer-1.jpg
regards
SoulartshadercolorcolourinvertinverseMon, 29 Sep 2014 15:05:16 GMTS0ULARTMaya to Unity, How to fix Textures when Importing
http://answers.unity.com/questions/761168/maya-to-unity-how-to-fix-textures-when-importing.html
Below are screenshots of the model in Maya and in Unity. If there are any alternate methods or fixes to getting the model to Unity, please help me. Thank You.
Maya:
![Maya][1]
![alt text][2]
[1]: /storage/temp/30136-lucian+maya.png
[2]: /storage/temp/30137-lucian+unity.pngtexturemayainverseFri, 01 Aug 2014 09:29:59 GMTSherronTCalculate Inverse rotation Y an object another
http://answers.unity.com/questions/756688/calculate-inverse-rotation-y-an-object-another.html
I am calculating the Y rotation of a ray less Y rotation player
but it only works in 0 degrees, 90 degress, Less 90 degress
but does not work for 180, I need to do functioninverse of this code
you know anything about this?
Vector3 Calculate_Rot = (anim.rootRotation.y*Vector3.up - ray_Look.rotation.y* Vector3.up);
anim.SetFloat("rotation",Calculate_Rot.y*2,0.15f,Time.deltaTime);
image:
![alt text][1]
[1]: /storage/temp/29782-sem+tÃtulo.jpgrotationinverseFri, 25 Jul 2014 18:57:23 GMTMarceloCosta_GamesBRrotate parent object to straighten child object?
http://answers.unity.com/questions/740025/align-parent-object-with-oblique-childs-so-that-ch.html
i have a parent object that contains mixed childs of different rotations, (treetrunk and branches) i want to rotate the parent so that the main child, the tree trunk looks straight upwards.
If tree trunk points towards Vector3 ( 3,6,8);
how can i rotate parent object so that tree trunk points to Vector3.up ?rotationparentchildaligninverseThu, 03 Jul 2014 09:44:27 GMTdrudiverseHow unit mecanim ik works?
http://answers.unity.com/questions/673451/how-unit-mecanim-ik-works.html
I would like to know how unity inverse kinematics algorithm works and also i would like to know what things algorithm calculating from each target position? I mean which joints rotations angle is finding? Please brief anybody knows....mecanimikinverseWed, 26 Mar 2014 06:03:57 GMTnamjith aravindUsing the inverse alpha in shader?
http://answers.unity.com/questions/605418/using-the-inverse-alpha-of-shader-texture.html
Hello, how can I specify the inverse of the alpha of a texture?
For example, this is what I would think would be possible intuitively, but it doesn't work:
fixed4 tex = tex2D(_MainTex, IN.uv_MainTex);
o.Albedo = _Color * ~tex.a;shaderalphainverseMon, 30 Dec 2013 03:41:02 GMTbpears