Yes, this is how my setup looks except I am using the Sprites Default shader because it displays the image better.
Yes, it works for me too in the 3D Demo game (in a separate project used for testing purposes only) even with the Sprites Default shad…
Well, now in one of the builds it started to working on a Quad with a Sprites/Default shader. However, I reverted the asset which somehow fixed the issue because GitHub Desktop showed that the asset is empty which usually occurs when the contents of…
Oh, I see. Sorry for the misunderstanding. There is no hardware antialiasing setting only Anti Aliasing setting and yes I have tried something like that as I have mentioned it earlier.
Also as I have mentioned it earlier this was more of a Google Ch…
Yes, exactly. Yes, I am always reverting unwanted changes using GitHub Desktop with a remote repository hosted on GitLab.
Thank you so much! Let me know if there will be a quick fix!
@ChrisIceBox Sorry for reporting this. This was not or not only a Unity issue. This was more of a Google Chrome related thing. The newest Chrome has WebGL 2.0 enabled. So antialiasing works fine with the newest Chrome builds.
@Alverik There is no su…
No problem!
It doesn't work. The image is not displayed properly with the Standard shader.
I think it should be working without any custom script as it is working in a 2D game.
I have already tried adjusting those values. I tried again, but it doesn't help at all.
I have already tried that even before submitting the issue here. Now I tried again, but it doesn't help.
Of course it is a possible workaround, which works of co…
Actually, I think maybe the problem is with the Movable Drag script, because if I drag it gently and slowly then they collide properly, but if I do it too fast then they become entangled.
Yes, they are convex. No, I am not getting any errors.
I have already tried box colliders.
Yes I know, but the issue still persist if I only have a collider on the root object.
No problem!
Yes, I am. I have tried that too. Actually I currently have one sprite which is using a quad mesh and a mesh renderer and not a sprite renderer. Also the default shader settings doesn't work, because the image is not shown.
8. I see. I am not sure about that. What do you think? Does AC's camera-switching script doing anything which can be resource intensive, maybe iterating through something?
By the way, now the game has an intro. The camera is cruising through the pla…
In the 2D Demo Sprites Default material is used and the highlight script works there. My sprite becomes dark if I set it to the Sprites Diffuse material.
@Alverik Currently yes. I have also tried using one object only without any child object, but it doesn't work as well.Currently the children have mesh colliders. They disappearing if I add a rigid body to them.
@ChrisIceBox Yes, correct. I have exac…