Pete Goodfellow
Pete Goodfellow
Similar idea, but not automated: https://www.gdcvault.com/play/1022324/The-Ultimate-Trim-Texturing-Techniques
This is also useful for creating colliders/invisible walls etc. 👍
it should be installed after RR to overwrite the floating bowls and UV problem -stupor
In 2022.3, exporting shapekeys on a mesh with an armature works fine. Without an armature it doesn't get imported in Unity as a skinned mesh, so no access to shapekeys....
hi, is this with the nexus or github version of UI expansion?
thanks for the quick reply! i can't reproduce this issue at the moment. could you upload your entire mwse.log file? if you like, it may be quicker to debug in...
Possibly something that makes regular injection behave lazily at editor time? Would have to be optional and enabled by the user somehow.
> I think the most likely route would be to have the code compile slightly differently depending on whether the game is compiling in editor or making a build. This...
What would desired behaviour be here? Similar to ZDoom's sky stretching? https://zdoom.org/wiki/Sky_stretching
PRBoom+  DoomUnity  I also just noticed that toggling HDR on the camera inverts the skybox rendering for some reason. Will see if I can find out why that...