Select your Texture, inside Inspector tab, enable Alpha is Transparency and hit Apply (If the alpha channel you specify is Transparency, enable Alpha is Transparency to dilate the color and avoid filtering artifacts on the edges). For instance, suppose my game needed a hex grid - can I just make a game board surface, and then draw the hexes on, or do I have to dynamically make the hexagons, and actually lay them out in a grid pattern - or is there another simpler way? Thank you, i will try to do that.Adding to this, if OP uses instancing instead of regular object rendering, the performance will increase dramatically. Visual Scripting.

Assets. Discuss the workings and policies of this site Stack Exchange network consists of 177 Q&A communities including This is a demo of painting a 3D model in realtime inside the Unity Game Engine.

You'd split the vertices shared by multiple different block types, and give each copy a distinct texture coordinate - say, the top-left corner of the texture to use in your atlas, or its index in the stack if using an array texture.
I have tried to do this on the Gui as well as on a texture in a world object.

Animations. Unity 2020.1 has been released Feedback wanted - Unity Safe Mode Unite Now Drawing a sprite in editor window Discussion in ' Scripting ' started by zoran404 , Jul 30, 2016 . Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.

You can save the final texture to a file for later use. Have this script somewhere in your project. (If using textures) I would stick with a simpler approach each cube face is its own set of non-shared vertices, with the ability to UV map a single cube-face texture at a time.

By clicking “Post Your Answer”, you agree to our To subscribe to this RSS feed, copy and paste this URL into your RSS reader. There is a new variable called LineRenderer.numCornerVertices. By using our site, you acknowledge that you have read and understand our Game Development Stack Exchange is a question and answer site for professional and independent game developers. In those chunks, only visible vertices and faces are generated.Currently, it means that if I have a 2x2x1 chunk, it will generate 8 triangles for the top part (2 for each block).
the backing 3D array), than optimising yourself into a place where it's not as easy to change the mesh when you need to do so (assuming you don't just rebuild the entire chunk each time a voxel changes). That is, it can help to have the ability to easily reference between mesh locations, and the data that formed it.Assuming you intend to use textures: Remember that in any space where you have non-homogenous voxels but a single rectangular space, you will need to create a new texture specifically to map onto that plane... and every other heterogenous plane. Get the Free Draw - Simple Drawing on Sprites/2D Textures package from Foolish Mortals and speed up your game development process. - the world is your oyster.Thanks for contributing an answer to Game Development Stack Exchange! Or would I have to keep separate faces per block and handle them individually?It isn’t too difficult to modify the code deal with either multiple block types or different normal directions. site design / logo © 2020 Stack Exchange Inc; user contributions licensed under Dealing with complex UV mapping is far more so. Or, you could combine all your block textures into an atlas texture to draw the whole multi-block-type chunk in a single draw call. 3D.

To show that this isn’t so difficult, I made an the 4 grass faces on the top into a single combined grass face,the 8 grass-dirt faces into four (one on each side of the chunk),and the 12 all-dirt faces into 5 (one on the bottom and one on each side).You could make each of these into a sub-mesh with its own material to be drawn in its own draw call with your current shader.Or, you could combine all your block textures into an atlas texture to draw the whole multi-block-type chunk in a single draw call. This problem has been fixed in Unity 5.5 and above after LineRenderer was completely re-designed. I would like to be able to fluidly draw on top of any unity scene.

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Discounts & Dragons Sale • 50% off Fantasy Tools & Art. All you need to do is add an extra bit to keep track of the orientation.

You’d need at least 1 bit for orientation, and then you could use the rest to store block color or whatever. Start here for a quick overview of the site I'm trying to generate only two If I combine adjacent faces together, I'd still like to be able to draw transitions in materials between adjacent blocks, something like this:As you can see it has 3 different tiles: grass, dirt-grass transition, and dirt.How would I modify this shader to work with faces that have been merged together? Block textures can then be stored in a 2DSamplerArray (or whatever it is in Unity) and the block type can correspond to an index into that array so that all blocks in view can be rendered in a single pass and you don't have to batch based on block type.