Ok, fixed it with a Unity PostProcessor again. https://twitter.com/runevision/status/1173229280064614401
So extruded shapes in blender gets UV-mapped in a completely non-uniform way, and I had to write a Unity import PostProcessor in order to fix them up.
Image shows result: Uniform UVs despite highly varying segment lengths.
I like Blender, but it's so often I run into problems like this where the only solution is to make a copy of my object and apply 50 manual steps to it, which I'd have to do all over whenever I want to tweak the model. https://blender.stackexchange.com/questions/45342/uniform-density-of-bezier-segments
US companies tell Apple and Amazon to put the planet before profits.
I hope Unity’s board will also decide to make Unity a B-Corp and/or a Benefit Corporation (not to be confused with non-profits).
OF COURSE Twitter decided to use the second out of three links for the preview here, making it entirely confusing.
This is the site you want to check out: https://hg.sr.ht/
If you have patience for the page to load, you won't find info on number of projects or user accounts, or amount of storage space included. Last tweet from 2016.
If you can get past the web design of the site, the deal seems fine. Last blog post and tweet from 2014 though.
Deal seems fine but no one seems to have talked about this site for years.
Lots of info on what you'll get with A2 Mercurial hosting, none of which is related to Mercurial. You can choose your version of PHP! It's definitely not a template page that just has the word "Mercurial" inserted.
Indie developer, procedural generation enthusiast, programmer at Unity. Currently making http://eyeofthetemple.com
Game development! Discussions about game development and related fields, and/or by game developers and related professions.