kriscrash replied to your post: “Realized I will be spending loads of time making rocks, so I tried to...”
You could also overlap the rocks, make one or more rock chunks and assemble them with some random scale and rotation.
Yeah, probably gonna do something along those lines. Tried to make them look wall-ish, but that looks sorta weird for natural rocks.
kriscrash replied to your post: “Still has the wonky run cycle but I managed to add a particle system...”
You can probably tie it to the physics material on the ground? Anyway I'm sure there's an established way to do it. Looks good for the sand!
I’m really more something of a graphics guy rather than a programmer, but yes, something along those lines should be possible. Or maybe I have to use tags for everything that trails dust. I’ll look into it when I start to do the whole character controller in earnest.
kriscrash replied to your post: “Wanted to import a Blender model to Unity with some of the bones...”
I thought the scale thing was Unity's import? Anyway, it's an obnoxious mystery but Unity seems to like being 1m=1cm and that's the only consistency I've found.
Good question. Both mesh and armature have an applied scale of 1.0 in Blender and Unity and come in the expected size. It’s just that all my colliders and joints need some really tiny numbers in order to fit for whatever reason. Maybe my character is too small or something.