GitIgnore Unreal&Unity

posted in: Non classé, Unity, Unreal | 1

My proper Gitignore for Unity  Temp/ Obj/ UnityGenerated/ Library/ [Bb]uild/ [Bb]uilds/ Assets/AssetStoreTools* # Visual Studio cache directory .vs/ # Autogenerated VS/MD/Consulo solution and project files ExportedObj/ .consulo/ *.csproj *.unityproj *.sln *.suo *.tmp *.user *.userprefs *.pidb *.booproj *.svd *.pdb *.opendb *.VC.db … Continued

SVN Fix

posted in: Non classé | 0

Recently, our SVN repository break with a Malformed representation header error. To fix it, we use dump method to save our repository without the broken commit, then reconstruct a new repository and file it using load command. $ svnadmin dump -r 1:1000 … Continued

Unity Animation inside Animator

posted in: Non classé | 0

To nest Animation inside an animator like this Open the Animator & animation files with any text editor Copy the Animation content at the beggining of the Animator file Save

Input Controllers Mapping

posted in: Non classé | 1

GamePad Oculus Vive Windows Mixed Reality Event: MotionController FaceButton1 -> Trackpad click up Event: MotionController FaceButton2 -> Trackpad click right Event: MotionController FaceButton3 -> Trackpad click down Event: MotionController FaceButton4 -> Trackpad click left Event: MotionController Shoulder -> Home Button … Continued

Binaural sound Spatialization

posted in: Non classé | 0

In a few words, binaural is a technique based on head shapes to produce better sound spatialization. Specially useful to detect front/forward/up/down sound. Here is a short explain Integrate to Unreal Quick and easy, as long as you can find … Continued

Unreal Mirror & Blur

posted in: Non classé | 1

How to Mirror Apply a mat with Roughtness 0 and specular/metalic 1. Set base color to white. This define the object this material is apply to as reflecting. Then, Unreal will use efficiently multiple capture composant that you have to … Continued

Unity Networking

posted in: Non classé | 0

Connexion using UnityEngine.Networking; Netwok.connect : previous Unity connexion system. doesn’t communicate with the new UNet system NetworkManager use NetworkServer & NetworkClient to handle connections for both client and server side NetworkLobbyManager : herite from NetworkManager. Add lobby scene where clients are registered NetworkDiscovery … Continued