How to draw a dot line between 3d object in Unity - unity3d

I am trying to create a bit of a game where 3d house objects are used.
Also there are some 3d cubes to show the specific points in the house.
I would like to draw dot lines between these 3d cubes so that I can instruct users where to go next kind of things.
I achieved to draw a line in between but not dot lines like the photo attached.
I googled but found nothing...
Does anyone know how to achieve that?
Thank you.

Solved with help from Kalender.
Go to the unity forum and download the texture unity_31130666 attaches and apply it to LineRenderer with a bit of adjustment of shader.
It all worked.

Related

Unity How Do I get these blocks

I want to use these cubes in my own game but I have literally no idea how he got them. Look at the cubes with the black outline, the walls the ground the roof, how do I get a cube with the outline like that. I know this is a stupid question but I have tried but I cant find out why.
Thanks in advance!
Those are not individual cubes.
Take as example one of the walls, probably it's a single cube (rectangular prism) for each wall, the trick is that it has a material with a texture applied to it and a normal map.
In simple words:
A texture is an image containing the colors the object has. In this case the blue color of the walls and the black lines simulating cubes.
A normal map is something like an image but it contains information about the "depth" of each pixel in the image. In this case it indicates that the black lines should be "deeper" than the rest of the image.
A material is the object that combines the texture with the normal map and along with other settings can tell the computer how exactly it should look like.
Of course this is only a very brief definition, if you want to know more about it I recommend you to read about: Materials, textures and shaders in Unity. There are some tutorials in Unity web page.
Use photoshop to create a single tile of each type of block and use it.

Unity Mesh Deformation with Collisions

How to access the 2D mesh of a sprite by code then change the shape of the sprite?
I want to make a game similar to Agario
I just was wondering how to achieve this jelly form when touching objects either by collisions or triggers ?
I would like to see more answers.
Scaling won't get you the kind of deformations you want. Coding deformations the way agar.io does it from scratch is quite difficult. I can see multiple ways of doing this, so I'm going to list them from most recommended to least recommended:
Start with a flat 3D mesh and render your sprite on it as a texture so you basically get a billboard. Then use collision events to get the contact points and use math to figure out how to move the mesh's vertices in response to the contact. You can see someone achieving that effect here and you can see a full blown tutorial for a sphere here, a highly recommended read. Your idea with getting the line from the center of the circle via the contact position and decreasing its length is sound, though the implementation is a bit more complex than that if you want it to behave like agar.io.
Get Anima2D, a free asset that can among other things convert sprites to meshes. Then again use collision events to get the contact points and distort the mesh.
Use Anima2D or a different asset with equivalent capabilities and figure out how to use 2D bones in order to get something like agar.io's effect. You could also try 3D bones on a plane/billboard mesh.
Send the collision data to a vertex shader that is programmed to deform the thing it's rendering.
you can contact gameobjects with Trigger function. That function is working automatically with GameObject's tag names. Here is how you can get Triger function
And also you can change size of GameObjects when they touch each other
More info about scaling
you can code almost anything you want and here is about Mesh of sprite

How can I turn a quad into a semi-circle?

I've got a quad with a custom Shader that creates an AR "Portal" to a 360 picture. I'm looking at turning the quad portal it into a semi-circle shape instead of a rectangle but can't work out how.
I've tried a couple scripts that I've found online but had no result. Any help is much appreciated. Pretty new to Unity so please excuse my inability to do simple things like create a semi-circle.
edit:
Trying to turn the shape of this quad from a rectangle into a semi-circle.

How can I make a cube hollow on the inside?

In general I wanted to make it in unity3d but I saw that in tutorials, they made it in blender.
This is what I did in unity:
I want to make this high cube hollow on the inside, and make a small door so that I will be able to walk inside the cube. Later on, I want to somehow add stairs but the problem now is how to make it hollow on the inside.
I saw in some places the suggestion to use blender so I tried this tutorial in blender:
Blender
But got stuck there after I checked the Add Mesh Extra Objects and clicked on Save User Settings. I tried then to click on the bottom on Add > Mesh but then I don't have Extra Objects. I have Extras objects like in the tutorial video.
Anyone my main goal is to make the high cube hollow on the inside with a small door on the bottom so I will be able to walk inside.
From what I know Unity3D has no 3DModelling by default (maybe there is something for that in store), so you need to use Blender or some other program (for example Maya). There is https://blender.stackexchange.com/ where you can ask same question (since it is not really unity3d related)
Maybe this will be helpful : https://blender.stackexchange.com/questions/5849/how-do-i-create-a-solid-object-cube
Overall what you could do, but it is not the est way - you can build a everything out of boxes yourself in Unity3D
Try use to boolean modifier. Take a look this tutorial:
Blender 2.6 Tutorial 26 - Boolean Modifier

Unity3d: Texture viewable from inside object?

I am trying to make a globe around the camera so that everywhere the camera views it is surrounded by the texture placed on the globe.
I have been able to achieve the exact effect i am after by setting the shader of the sphere to Particles/Alpha Blended, and putting the camera inside the sphere. This way I have the camera inside a sphere object and all around it is the texture.
My problem though is this. I want to use a chroma key shader (to remove all occurances of a color) on the globe object. This means the shader is not set to Particles/Alpha Blended. And from inside the object the walls of the sphere are not textured.
Can anyone point me in the right direction to how i could achieve the effect i am after. I have a few ideas, however im not sure how to go about it. Im thinking i could:
1) Edit the chroma key shader to work in the same way as a Particles/Alpha Blended shader would (I have no experience in shader coding, or anything of the sort) 2) Use a hollow sphere, rather than the solid one unity creates (Im not sure where i would get that) 3) Use a different object all together that just renders a texture in a sphere shape, without it being a fully solid object (Im not sure if such a thing exists)
Any help would be greatly appreciated, I have searched the forums and cannot find what i am looking for.