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would be nice to output point mesh from this tool, some options:
- reverse engineer unity mesh asset and output as that
- output custom format, then custom assetpostprocessor to generate mesh prefab…
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**Describe what help do you need**
Hello, I want to use particle systems in this asset(http…
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Entity "prefabs" would be a collection of components that could be added to an entity. For example, if we wanted to create an "lamp" entity that always needed a Position, Renderable, Interactable, and…
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Dear friends,
i am currently working on a road construction system and i found out that this asset is just perfect for me. In the Scene view i am able to create my roads, intersections, tcross, curv…
murop updated
4 years ago
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**Describe the bug**
When selecting Prefab with hundreds of gameobjects SubAsset window freezes Unity.
**To Reproduce**
Steps to reproduce the behavior:
1. Create Prefab with hundreds of game ob…
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I have no idea what is is or if it's even a of physbones
just wanna make sure it's something you are aware of
![Udklip](https://github.com/user-attachments/assets/3e876062-f317-4a1f-864e-d00d6d7ac…
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* Large environment is all off-center
* Better/smarter linkage between `GameState`, `Snake`, and environments (use something like GetComponent to find closest enabled Environment?)
* Fix the fact th…
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When adding a decal to a prefab the Editor Tool does not recognize static meshes, if you deselect `All static meshes` and apply it to a mesh manually it will render correctly at first, but after re-op…
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Currently you need to apply a change of properties to each and every object separately. It would be much more efficient if a user could organize objects into groups and apply a change to all members o…
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Status of prefabs could be discussed further:
- should they be located in the SofaPython3 plugin?
- should we create many level of abstractions/prefabs?
- definition of current prefabs, e.g. `Elast…