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Michael_Swan published

Runtime Normal Map Import

6 days ago runtime·normal·maps

3 Replies

0 Votes

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OutsideDaBox commented

Stopping overlapping textures from flickering?

May 25, '22 texture·map·normal·overlapping·flicker

7 Replies

8 Votes

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IntergalacticSloth edited

How do I obtain the surface normal for a point on a collider (can't use RaycastHit.normal)?

Mar 24, '22 raycast·normals·normal·surface

3 Replies

1 Votes

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patrevizani asked

Can someone please help me out? thank you in advance!

May 3, '21 in Help Room

0 Replies

0 Votes

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SmittyA answered

Why are RaycastHit surface normals of corners not interpolated or otherwise correct?

Jan 31, '21 collision·raycasthit·boxcollider·normal·cast

1 Reply

1 Votes

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triangle4studios asked

Align Player to Regional Up Direction, Without Altering Look Direction Dramatically

Jan 22, '21 c#·rotation·quaternion·player movement·normal

0 Replies

0 Votes

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streeetwalker answered

Getting right and forward of hit.normal for Grass Brush

Sep 27, '20 in Help Room

1 Reply

0 Votes

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nghien_rbc commented

Draw a perpendicular line from a vertex of the mesh

Sep 16, '20 mesh·normal·perpendicular

1 Reply

0 Votes

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Kool_Kooky_Pop edited

RaycastHit.normal returns NaN

Sep 10, '20 raycasthit·normals·normal·nan

0 Replies

0 Votes

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vvvultures answered

Creating a new vector along a known vector in the opposite direction of the known vector.

Aug 22, '20 in Help Room

1 Reply

0 Votes

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Rhysimus commented

Collisions, Getting the Normal of the Collision Surface (Not the Angle of Impact)

Jul 28, '20 collision·angle·normal

1 Reply

3 Votes

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robm123 answered

How do you find the tangent from a given normal?

Jul 25, '20 vector3·how·normal·calculate·tangent

2 Replies

4 Votes

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lpincombe answered

Rotating to match normal: Quaternion.FromToRotation(player.up, hit.normal)

Jul 18, '20 rotation·raycast·quaternion·normal

1 Reply

0 Votes

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nausicaa commented

Rotate plane by normal, how to calculate new position?

Jul 18, '20 rotation·vector3·normal

1 Reply

0 Votes

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MontigorJ answered

Raycast2d normal points to the center of the world

Jul 5, '20 in Help Room

1 Reply

0 Votes

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Parapin edited

detection cube face while rotating

Jun 29, '20 collision·collider·collision detection·normal·contacts

0 Replies

0 Votes

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Feref2 edited

How to get the normal of a line in relation to a specific point in 3D?

Jun 26, '20 line·normal·points·perpendicular

1 Reply

0 Votes

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Oneiros90 answered

Normal distribution random Wiki

May 25, '20 random·math·normal·normalized

3 Replies

8 Votes

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niuage answered

Rotating object to face target, while being rotated to match terrain slope

May 6, '20 rotation·terrain·quaternion·lookat·normal

1 Reply

0 Votes

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z0code0z answered

DESPERATE How to align transform.up with another vector3 (direction) ?

Oct 5, '19 in Help Room

1 Reply

0 Votes

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jincenzo published

Find Normal Vector to BoxCollider

Aug 18, '19 in Help Room

0 Replies

0 Votes

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Amandin-E asked

Normal mapping distance of view?

Dec 10, '18 in Help Room

0 Replies

0 Votes

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batinseyrek asked

Should I use a material for each sprite?

Dec 4, '18 sprite·material·map·normal·normalmap

0 Replies

0 Votes

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shark83 asked

Vector3.Angle outputs different results for the same values

Nov 29, '18 velocity·angle·normal·vector3.angle

0 Replies

0 Votes

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eanbowman commented

Orient vehicle to ground normal (terrain hugging)

Nov 4, '18 rotation·normal·alignment

7 Replies

8 Votes

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ajbrgamer1 commented

how do you flip a sprite that has a normal map material applied to it?

Oct 14, '18 2d·flip·normal

3 Replies

1 Votes

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Benjames commented

Reverse of this function?

Aug 29, '18 vector3·math·sphere·normal·inverse

0 Replies

0 Votes

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Contato commented

Vector3.Slerp normal

Aug 21, '18 rotation·angle·normal·vector3.position·vector3.slerp

1 Reply

0 Votes

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eses answered

hit normal vector from raycast is always [-1,0], which makes slope angle 90

Aug 21, '18 in Help Room

1 Reply

0 Votes

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finlay_morrison edited

Automatically rotating objects to fit on to others

Aug 16, '18 rotation·raycast·build·building·normal

0 Replies

0 Votes

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