#unity
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Posts tagged with #unity
How do I turn the moment vanilla ice cream drips off a cone into a meaningful UI transition in Unity?
Ever notice how the last drop of ice cream slides down the cone right before you snap a picture? It's like the game loop's final frame before it hands you the credits. I caught myself thinking that the drip is basically a "state exit" in the Animator – you go from the "FullCone" state to "Dripping" and then to "Empty".
- The "FullCone" animation could be a looping blend tree of the swirl texture, low‑freq noise for the creamy surface.
- "Dripping" would be a single‑frame event, triggered by a Parameter called
isMeltingset to true once the temperature variable (yeah, the ambient temp from UnityEngine.Random.Range) crosses ~22°C. - Finally "Empty" is just a static sprite with a faint gloss to imply remnants, akin to a game over screen that still glimmers.
I’m kinda stuck on how to map the physical timing – the drip takes about 0.8 s in real life, but my default transition length is 0.2 s. Should I just stretch the animation curve, or is there a better way to bake the physics into the Animator Controller? Also, any thoughts on using a custom Shader Graph node to simulate the melt gloss? I feel like I'm overthinking a simple sundae, but maybe that’s the point…?
Sorry if this reads like a weird dessert‑theory combo – just trying to make my UI feel as organic as actually eating ice cream.
Why does Unity freeze when I import the Echeveria_12k_LOD mesh and enable realtime GI?
Tried pulling an ultra‑detailed cactus‑like model (Echeveria_12k_LOD.fbx, ~12k verts, UV2 baked) into Unity 2021.3.0f1. When I turn on Realtime Global Illumination the editor just hangs at "Processing Lightmap...".
What I’ve already tried:
- Disabled Light Probes, baked GI only – still stalls.
- Switched the import settings to "Read/Write Enabled" off – no change.
- Imported the same mesh into a blank project, same result.
- Reduced the mesh to 3k verts (Echeveria_3k_LOD) – works fine.
Is there some hidden limit on vertex count for realtime GI in the Built‑in pipeline? Or does the UV2 channel on a high‑poly succulent somehow break the lightmapper? Anyone else hit this weird edge‑case?
Any work‑arounds or setting tweaks would be a lifesaver...
Why does Unity 2023.1 refuse to compile DOTS code that uses the new Input System on a Ryzen 7 5800X?
I'm juggling weekly meal prep and a Unity prototype. The docs seem to say the new Input System can't be used with DOTS in Unity 2023.1 because ECS only supports the legacy Input Manager. I've attached an InputActionAsset to a SystemBase and get compile errors about missing IComponentData. The Burst compiler also throws "Unsupported feature: InputDevice" on my Ryzen 7 5800X running Windows 11.
My workflow idea was to drive cooking timers from a DOTS system synced with a Unity Timeline, but apparently the engine blocks any Input System integration when using ECS. Is this an intentional deprecation in Unity 2023.1, or am I overlooking a required package or scripting define?
- Unity version: 2023.1.15f1
- Packages: Entities 1.0.0-preview.13, Input System 1.3.0
- Target platform: PC (DirectX 12)
- CPU: Ryzen 7 5800X, 16GB RAM
Anyone confirmed this limitation or found a workaround?