![]() ![]() Now that you have chosen the Midi CC # of the parameter you want the digitakt to control press the "filter" button to take you to the midi CC value screen. to know which midi CC number corresponds to which parameter you will find a midi CC chart in the back the blofields manual (or any other synth thats able to recieve CC) heres the bloefields manual if you didnt have yours e.g midi CC# 69 may control the filter cutoff or midi CC# 47 may control oscilator 3's pulse width. by turning an encododer you will change a little number labelled cc# select = # this corresponds to the midi CC number associated with a particular parameter (such as your blofields filters) you will be controlling on your waldorf. select the waldorfs midi channel on your digitakt and press the "amp" button to go to the cc select screen. Im assuming youve already set the waldorf up to recieve midi clock / notes from the digitakt. ![]()
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![]() ![]() The radius even applies to polygons, as discussed below. 1 About colliders, usually one (or a low number) of simple colliders (boxes or spheres, circles in 2D) are enough to give a proper collision detection for a character (in unity, you would have to use colliders+rigidbody2D to make that movement) Unity uses the Box2D physics engine to simulate 2D physics. ![]() No matter what game engine you use and regardless of what physics engine it uses (Unity uses Box2D for 2D), you're going to get unfavourable results using physics for driving gameplay like a platformer. Comparing the customer bases of Unity and Box2D we can see that Unity has 9962 customers, while Box2D has 146 customers. Box2D uses these ghost vertices to prevent internal collisions. You can fully customize to match your signal provider format or just use default settings as this new algorithm designed to handle in most of Signal Provider Format available. ![]() |
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