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The default animation to play when Play Automatically is enabled.Ī list of animations that you can access from scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. The Animation Inspector Properties Property: The component has a reference to an Animator Controller asset that controls the animation. For new projects, please use the Animator component A component on a model that animates that model using the Animation system. This component is retained in Unity for backwards-compatibility only. More info See in Glossary for animation purposes prior to the introduction of Unity’s current animation system. A GameObject’s functionality is defined by the Components attached to it. For information on occlusion maps, see the next section.This is the Legacy Animation component, which was used on GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Often (but not always) the greyscale image used for a heightmap is also a good image to use for the occlusion map. The rocks appear to protrude out from the surface, and nearer rocks seem to occlude rocks behind them. The final effect with normalmap and heightmap assigned. Lighting is modified on the surface, but rocks do not occlude each other.ģ. A rocky wall material with albedo assigned, but no normalmap or heightmap.Ģ. An albedo colour map, and a heightmap to match.ġ. Here’s a typical albedo map and a heightmap to match. This means that while surface bumps will appear to protrude and occlude each other, the “silhouette” of the model will never be modified, because ultimately the effect is drawn onto the surface of the model and does not modify the actual geometry.Ī heightmap should be a greyscale image, with white areas representing the high areas of your texture and black representing the low areas. Nurbs, Nurms, Subdiv surfaces must be converted to polygons.
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Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds. This effect, while it can produce a very convincing representation of 3D geometry, is still limited to the surface of the flat polygons of an object’s mesh The main graphics primitive of Unity. This means that apparent bumps will have their near side (facing the camera) expanded and exaggerated, and their far side (facing away from the camera) will be reduced and seem to be occluded from view. While normal mapping modifies the lighting across the surface of the texture, parallax height mapping goes a step further and actually shifts the areas of the visible surface texture around, to achieve a kind of surface-level occlusion effect. See in Glossary are usually used in conjunction with normalmaps, and often they are used to give extra definition to surfaces where the texture maps are responsible for rendering large bumps and protrusions. Each pixel stores the height difference perpendicular to the face that pixel represents. Heightmaps A greyscale Texture that stores height data for an object. Height mapping (also known as parallax mapping) is a similar concept to normal mapping, however this technique is more complex - and therefore also more performance-expensive.
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