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Second life baked on mesh
Second life baked on mesh











  1. #SECOND LIFE BAKED ON MESH UPDATE#
  2. #SECOND LIFE BAKED ON MESH CODE#
  3. #SECOND LIFE BAKED ON MESH PLUS#

That means that textures such as skins, tattoos, cosmetics, underwear, clothing, and even alpha layers could be used on mesh body parts, that have been setup for BakesOnMesh, in the same way as system layer clothing is applied to classic avatars. Project BakesOnMesh is a new feature that will allow system avatar baked textures to be shown on mesh attachments. For now, I figured I would tell you a bit about it and what a game changer it will be for us, especially since so many people are very excited about it. I am not sure when it will reach the main viewer, but I will do another blog post once it does. If (Vector3.Distance(transform.position, love the fact that Linden Lab continues to work on new features to improve Second Life, even after 15 years! Recently they did a blog post, 15 Reasons to Celebrate Second Life, and number 14 on the list was Bakes on Mesh.īakesOnMesh is a new feature that has NOT hit the main viewer yet! Linden Lab first announced that they were starting to work on it about a year ago and now it is in a Project Viewer.

#SECOND LIFE BAKED ON MESH UPDATE#

Unity calls the Update method several times per second, so if you don’t need a task to be repeated quite so often, you can put it in a coroutine to get a regular update but not every single frame.įor example, you can might have an alarm in your application that warns the player if an enemy is nearby with the following code: bool Proximit圜heck() You can use WaitForSeconds to spread an effect over a period of time, and you can use it as an alternative to including the tasks in the Update method. If you want to introduce a time delay, use WaitForSeconds: IEnumerator Fade() Coroutine time delayīy default, Unity resumes a coroutine on the frame after a yield statement. The loop counter in the Fade function maintains its correct value over the lifetime of the coroutine, and any variable or parameter is preserved between yield statements. To set a coroutine running, you need to use the StartCoroutine function: void Update() The yield return nullline is the point where execution pauses and resumes in the following frame. In C#, you declare a coroutine like this: IEnumerator Fade()Ī coroutine is a method that you declare with an IEnumerator return type and with a yield return statement included somewhere in the body. However, it can be more convenient to use a coroutine for this kind of task.

#SECOND LIFE BAKED ON MESH CODE#

To work around this situation, you could add code to the Update function that executes the fade on a frame-by-frame basis.

second life baked on mesh

The intermediate values are never displayed, and the object disappears instantly.

second life baked on mesh second life baked on mesh

However, this example method executes in its entirety within a single frame update. To make the fading visible, you must reduce the alpha of the fade over a sequence of frames to display the intermediate values that Unity renders. In this example, the Fade method doesn’t have the effect you might expect. Coroutine exampleĪs an example, consider the task of gradually reducing an object’s alpha (opacity) value until it becomes invisible: void Fade()įor (float alpha = 1f alpha >= 0 alpha -= 0.1f) It’s best to use coroutines if you need to deal with long asynchronous operations, such as waiting for HTTP transfers, asset loads, or file I/O to complete.

second life baked on mesh

If you want to use multi-threaded code within Unity, consider the C# Job System. If you want to reduce the amount of CPU time spent on the main thread, it’s just as important to avoid blocking operations in coroutines as in any other script code. Synchronous operations that run within a coroutine still execute on the main thread. However, it’s important to remember that coroutines aren’t threads. In situations where you would like to use a method call to contain a procedural animation or a sequence of events over time, you can use a coroutine. This means that any action that takes place within a method must happen within a single frame update.

#SECOND LIFE BAKED ON MESH PLUS#

In most situations, when you call a method, it runs to completion and then returns control to the calling method, plus any optional return values. In Unity, a coroutine is a method that can pause execution and return control to Unity but then continue where it left off on the following frame. A coroutine allows you to spread tasks across several frames.













Second life baked on mesh