Original Post can be find in the link below, I paste here in case it can not be access in the future.
https://discourse.techart.online/t/how-to-make-a-pyside-ui-stay-on-top-of-maya-only/12473/10
Quote from JoDaRober
If you have issues with the dialog not appearing at the center of the screen, you can center it when showing the UI. I prefer to override QDialog’s show method for this, since it will have to happen after any widget creation that can change the dimensions of the dialog, and that include’s QtDialog’s show() method. Here’s an example:
Code Example
If you only want to zero out all selecting objects: Python part
Then we have to pass two arguments for the .bat file MS-DOS
In a different circumstance when you want to back trace the parent folder Find a Shader with specific name
Or if it is intended to exclude some of the objects by name Can use the following method as rule: Code Editor
https://doc.qt.io/archives/qt-4.8/qpalette.html![]()
Need to work with the Timeline system
http://gamedesigntheory.blogspot.com/2010/09/controlling-aspect-ratio-in-unity.html
This Script should be attach to the main Camera https://blog.csdn.net/cubesky/article/details/39478207 http://ru.unity3d-docs.com/Documentation/Manual/Animator.html http://ru.unity3d-docs.com/Documentation/Manual/RootMotion.html http://ru.unity3d-docs.com/Documentation/Manual/ScriptingRootMotion.html ![]()
using UnityEngine;
using UnityEngine.Rendering.PostProcessing; // make sure you add this to enable the Unity Postprocessing library public class VignettePulse : MonoBehaviour //name the Script the Way you want { PostProcessVolume m_Volume; //A customized PostProcessVolume and its profile Vignette m_Vignette; // A customized instance of the profile and its settings void Start() { m_Vignette = ScriptableObject.CreateInstance<Vignette>(); m_Vignette.enabled.Override(true); m_Vignette.intensity.Override(1f); //Name the setting, attach it with a temp scriptable game object m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_Vignette); // Assign this to the volume, make sure you got the layer correct. Currently it will read the layer of the game object it is attaching. } void Update() { m_Vignette.intensity.value = Mathf.Sin(Time.realtimeSinceStartup); } void Destroy() { RuntimeUtilities.DestroyVolume(m_Volume, true); } } https://docs.unity3d.com/Packages/com.unity.postprocessing@2.0/manual/Manipulating-the-Stack.html Specular vs Metalness Workflows for PBR Shading
https://www.youtube.com/watch?v=mrNMpqdNchY https://www.youtube.com/watch?v=PjGCtnEDDeU Density Volume For HDRP https://forum.unity.com/threads/volumetric-fog.527667/ Screen space Reflections https://github.com/Unity-Technologies/PostProcessing/wiki/Screen-space-Reflections The HD Render Pipeline Lit Shader https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/lit-shader SecondaryMaps(DetailMaps)&DetailMaskhttps://docs.unity3d.com/Manual/StandardShaderMaterialParameterDetail.html |
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November 2021
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