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Cxbx reloaded emu d3d deferred texture
Cxbx reloaded emu d3d deferred texture













  1. Cxbx reloaded emu d3d deferred texture manual#
  2. Cxbx reloaded emu d3d deferred texture Patch#
  3. Cxbx reloaded emu d3d deferred texture full#
  4. Cxbx reloaded emu d3d deferred texture pro#

  • Sprite animation is possible by animating the SpriteRendrerer component.
  • Only animated properties are shown in the property view (left side of the window).
  • Heavily influenced by the standard "dope sheets".
  • Editor: Hold down shift to quickly modify 2D colliders.Īnimation Features New Animation Window has arrived.
  • Added 2D physics profiling information to the profiler.
  • Added both trigger and collision callbacks for 2D colliders including collision points and normal.
  • Added spatial queries in Physics2D scripting class for line and ray-casting and geometry overlap checks.
  • Added a 2D physics manager to contain scene settings such as gravity etc.
  • Added a new physics material PhysicsMaterial2D to share friction and bounciness including default material support.
  • Spring joint (SpringJoint2D) supporting a soft (spring) distance between rigid-bodies.
  • Slider joint (SliderJoint2D) supporting an axis constraint, linear limits and motor drive.
  • Hinge joint (HingeJoint2D) supporting linear and angular limits and motor drive.
  • Distance joint (DistanceJoint2D) supporting a hard maximum distance between rigid-bodies.
  • It can be initialized to the shape of a sprite by dragging the sprite onto the component.
  • Polygon collider (PolygonCollider2D) supporting an arbitrary set of polygons.
  • Box collider (BoxCollider2D) supporting a centroid and a size.
  • Circle collider (CircleCollider2D) supporting a centroid and radius.
  • Rigid-body component (RigidBody2D) supporting static/kinematic/dynamic body, mass, linear/angular velocities, drag and auto-sleeping, and fixed-angle constraint.
  • Integrated Box2D physics engine and a set of 2D physics components
  • Packing is completely transparent to the user, works in Play mode and is compatible with asset bundles.
  • Decision of which sprites to place into which atlases can be fully customized by implementing a custom sprite packer policy ().
  • Window/Sprite Packer menu option opens a new window for inspecting the automatically generated sprite atlases.
  • Packing will respect texture import settings and will only pack textures together if format, usage mode, color mode, compression quality, filter mode and mip-map settings match.
  • Packing is based on the generated mesh.
  • Atlas is defined by changing the PackingTag property in texture importer.
  • Cxbx reloaded emu d3d deferred texture pro#

    Sprite Packing (Atlasing), PRO only feature

  • Dragging multiple sprites to scene will create a new GameObject with a SpriteRenderer and sprite animation.
  • Dragging a sprite to the scene will create a new GameObject with a SpriteRenderer.
  • Move tool have special Keyboard modifiers.
  • Move tool changes to a dedicated 2D tool with familiar functionality.
  • Scene view axis widget is hidden on 2D mode.
  • If no material is specified, Sprites/Default material (alpha-blended) is used.
  • Supports dynamic batching with non-uniform scaling.
  • Cxbx reloaded emu d3d deferred texture Patch#

  • Uses Material Property Blocks to patch _MainTex with the correct (original or atlased) texture for the active Sprite.
  • cxbx reloaded emu d3d deferred texture

  • Does not requires a material to have _MainTex texture set.
  • Cxbx reloaded emu d3d deferred texture full#

    It can be used to change the type of mesh generated: Full Rect or Tight (PRO only feature).Īdded a new renderer component: SpriteRenderer Mesh Type property added to Advanced mode.It can be used to extrude the internal sprite mesh edges if needed for custom texture-space effects. Extrude Edges property added to Advanced mode.Sprite Editor button opens new window for editing sprites: Add / Delete sprites manually Automatic and Grid based slicing Change sprite names.

    Cxbx reloaded emu d3d deferred texture manual#

  • Manual option allows custom Sprite definitions.
  • Pivot property defines sprites center point.
  • Pixels to Units defines the mesh size of the Sprite to 1 / value.
  • cxbx reloaded emu d3d deferred texture

    Single Sprite option will generate one Sprite using the entire texture.Added Sprite under the "GameObject/Create Other/" menu.Sprite has an internal mesh generated based on pixel alpha values, PRO only feature.Sprite is defined by a Texture2D, rectangle and a pivot point.Release notes 2D Added a new asset type: Sprite















    Cxbx reloaded emu d3d deferred texture