You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Is there a way to implement "collision layers" in your solution? So the Decal would work on certain object but not other
Scenario: an enemy being shot, so he loses bloods (Decal Splatter on the floor). Same enemy walks on the blood splatter, it would reflect on him!
Exp: (I tried my best to illustrate the problem in the picture below... I hope you can see the blood supposed in the floor is shown on the enemy body...)
So the obvious solution, is to have the z axis of the decal as small as possible. But, it's not applicable in my case because it's splatter over curved and messy meshes... The best is to have a sort of mechanism that will tell the Decal on which object/node it would reflect...
Thanks a lot for your answer, and thanks a lot for such great feature
Regards
Riad
The text was updated successfully, but these errors were encountered:
Dear,
Is there a way to implement "collision layers" in your solution? So the Decal would work on certain object but not other
Scenario: an enemy being shot, so he loses bloods (Decal Splatter on the floor). Same enemy walks on the blood splatter, it would reflect on him!

Exp: (I tried my best to illustrate the problem in the picture below... I hope you can see the blood supposed in the floor is shown on the enemy body...)
So the obvious solution, is to have the z axis of the decal as small as possible. But, it's not applicable in my case because it's splatter over curved and messy meshes... The best is to have a sort of mechanism that will tell the Decal on which object/node it would reflect...
Thanks a lot for your answer, and thanks a lot for such great feature
Regards
Riad
The text was updated successfully, but these errors were encountered: