Remove Clipping Remove Feature Remove Texture
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Cocos Creator 3.8.5 forum version

Cocos

Download Links Windows Mac Release Note Engine New Features Added functionality for manually loading Wasm/AsmJS modules to improve initial scene load speed. Editor New Features Added a “View/Select” Gizmo mode to the scene view. Clipping module now supports linked flags, such as manual loading of Spine.

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Release candidate: Godot 4.4 RC 2

Mircosoft Game Dev

beta 1 blog post , so if you havent read that one, have a look to be introduced to the main new features added in the 4.4 for the first time, youll want to get a condensed overview of what new features you might want to make use of. GUI: Fix label clipping when ascent/descent are fractional ( GH-103192 ). feature release.

Render 74
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Creating Your First 3D Character Animation in Unity 

iXie gaming

With advanced features in the Unity game engine, you can bring your characters to life in real-time, captivating gamers and immersing them in an unforgettable gaming experience. Enhance the appearance: Import texture files in compatible formats (PNG, JPEG, TIFF) to be used in Unity.

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Godot's 2D engine gets several improvements for upcoming 4.0

Mircosoft Game Dev

Additionally, all 2D shadows and light textures use a single atlas, resulting in improved performance. the new CanvasTexture texture type has been introduced. A very requested feature for the 2D engine is the possibility to have 2D directional lights and shadows. 2D Masking / Clipping. Improved 2D materials.

Engine 55
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Making shaders more accessible

Mircosoft Game Dev

Textures are simply bound to bind points starting from 0, and the bind point number is sent via attributes too. The vertices become primitives (in this case, a triangle fan, two triangles that are drawn as a quad) and any primitive that goes beyond the -1 to +1 range is clipped. As you can see: Vertices / UVs are sent via attributes.

Shaders 52
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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

We repeat that same process for the Main Texture of the material, and the Occlude Color which will be the color of the game object behind other objects when it has this material attached on it. Again we have the properties which is a texture and a color declared on lines 4 and 5. Then we give it a type – Color.

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The Kristala Dev Blog - Issue #26

Astral Clock Tower Studios

Over the past few sprints, our 3D Environmental Designer, Cass, has been working on modeling out the three individual sets of tree houses that will be featured in Nisar. This month, Cass was able to fully texture all three sets of Jhacanda tree houses and officially cross this ongoing task off his to-do list. Check it out!

Dev 52