Try the demo and vote for it if you like it! Try the demo and vote for it if you like it!
I have submitted a significant Mesh Baker update to the Unity Asset Store. Changes include: Added UV3 and UV4 channels for Unity 5 Added a new script Bone Weight Copier for creating skinned mesh parts that can be mixed and matched Improved the TextureBakerFast option Improved baking meshes without baking textures first. Mesh Baker will…
This is something I have been tinkering with for a long time and finally made it work! I owe a huge thanks to Andres Tracks for his BulletSharp PInvoke project on Github. He is the one who has done the majority of the work building the necessary wrappers. It was still tricky getting it…
We created a special Halloween build for EVA Infinity. Play the game on October 31st and this is what you get!
EVA Infinity is on Steam Greenlight! Try the free demo version of the game! Comments and feedback are much appreciated. Vote to help get this on Steam!
Here is a simple but useful editor script that I use to troubleshoot busy scenes in Unity3D. It is helpful for quickly selecting the objects in a scene that are reported in log messages. http://www.digitalopus.ca/site/free-unity3d-script-find-objects-by-instanceid/
Mesh Baker atlas creation just got a speed boost. The latest version includes a “Mesh Baker Texture Baker Fast” option which uses RenderTextures to create atlases quickly on the GPU instead of using the CPU. This is twice as fast and can use compressed textures directly.
I have submitted a new Mesh Baker update to the asset store. The update includes a number of enhancements. Better support for the Unity 5 Standard Shader If a texture slot is blank in a material Mesh Baker will now try to find the appropriate color property and use that instead of using a black…
Here is another Mesh Baker Tutorial Video showing how to bake tiling materials. Mesh Baker will be on sale for 50% off on April 28th, 2015
A new version of Mesh Baker has been submitted to the Asset Store. Mesh Mesh Baker now does not create atlases if all source textures are missing for a texture property. This was quite important for the Standard Shader since it has many texture properties with only a few being used most of the time.…