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LazyWildfowl760

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16karma
Joined 6 months ago
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LazyWildfowl760• 16 karma
2 months ago

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...

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LazyWildfowl760• 16 karma
2 months ago

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 isMelting set 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.

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