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I assume that before, you were using Windows Explorer as a web browser, and transferring photos directly from the browser to a remote server? It seems to me you could mount the remote server on your Mac and save pictures directly to that via Safari. I could probably provide more specific help if I better understood exactly what you are doing and how. Path Finder is the most highly regarded one out there, though whether or not it will meet your needs, I cannot say. You could try one of the Finder replacements out there to see if it fits the bill. I don't think anyone here would disagree that Finder is one of the biggest weaknesses in OS X, despite the improvements it has in Lion. It is the web browser with local machine browsing baked in. Windows Explorer is essentially Internet Explorer.
#DEEPVACUUM NOT GRABBING SUBDIRECTORIES LICENSE#
and/or making sure the license is setup so they can include that, but of course make it so things still can't work if you don't own Ferr2D (I do. I imagine that might already be possible, since Ferr2D must be saving that info to files already, so maybe just a matter of teaching artists what/how to include it, so end-users don't have to recreate all of that. I haven't get it much thought, it's almost bed time (ha!), but something along the lines of them being able to export the terrain settings to a file, that they can go ahead and bundle with the artwork, and Ferr2D will import/use those settings. Might get more artists inspired to make packages if there was an easier way for their customers to have things work "out of the box". I mean, nothing too tricky, but yes, some extra work. seems like a lot of steps to get things setup for Ferr2D. One thought after reading Regnar's notes found here: That artwork by Regnar is stunning, thanks for sharing! As far as getting more artists to make assets for Ferr2D, I agree that would be great. Anything to space the vertices out a little further from You, should be able to do that with a bit of fiddling already, but it probably could be a lot easier, I agree! It's a tough problem to avoid entirely, but you could try reducing the smoothness of the mesh, or making a more gradual curve. Here's what the vertex lighting tool will look like with Ferr2D, and note that there's a lot of (static) lights on here, and it still runs fantastically well on mobile Collision events will provide information such as the normal of the terrain at the collision point, which can be particularly useful for evaluating the slope and such, but even so, I'd still recommend raycasting it instead of relying on the Unity physics system! More control is important, since character controllers are the lifeblood of the Probably not too important, but I'll definitely take care of that for the Those are artifacts from mip-mapping caused by squeezing. Especially since lightmaps really don't work for 2D games! After that, I'll be getting back to the better pathing system and the vertex painting tools =D
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#DEEPVACUUM NOT GRABBING SUBDIRECTORIES FREE#
Right now I'm spending most of my time on the baked vertex light tool, which will be an excellent complement to Ferr2D in addition to applying to other stuff such as GearVR and 3D mobile, where performance is super critical! It'll basically make lighting your game free (performance wise) which is pretty darned exciting. As much as I'd like to have the new path stuff in, it's a bit more work than I have time for right now, and I'd really like to get at least something out! (It's been a while, sorry guys~)
#DEEPVACUUM NOT GRABBING SUBDIRECTORIES UPDATE#
I plan on doing a small update in preparation for Unity 5.4! I'm primarily going to have the vertex color and gradient stuff in, but I'm going to hold off on the improved pathing system and perfect corners for now. Hey guys! Sorry about not being too active on here lately, been working on a lot of different things! As always, just a reminder that I always answer twitter, and I'm generally pretty good about email too.