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Hi, is Lite compatible with 2018.4? I'm using 2018.4.3f1 (LTS) and the sample scene keeps loading in with a pink skybox:
Thanks for responding. When it comes to version control, should we only be concerned about ftglobalstorage, ftlocalstorage and modified fbx assets?
Constantly have issues merging these txt files in version control (Plastic SCM):
Facing a problem with LODs being really really bright. Seems to happen randomly and only happening to LOD groups:
Sorry for the double-post, but I'm suddenly facing a new issue with objects having really bright faces on bake:
This is what the interior looks like with just the skylight and a directional light:
This is the interior with a Bakery light mesh:...
Thanks, emissive lights don't have the same bright spot artifact. They do present another problem. Emissive materials don't bake if 'Cast Shadows'...
Mesh is a plane and its dimensions are 0.43, 1, 0.617
It's the white plane on the bottom, above the floor and isn't clipping through any...
The light mesh has its mesh renderer disabled. Self shadow was disabled, check the screenshot I posted of the light mesh material.
How can I get...
Getting bright spots when using mesh lighting: [ATTACH]
Using this as a template:
Hi there, love the asset. I'm trying to recreate this fog from your demo video:[ATTACH]
Would you mind sharing a profile with me that is similar...
Overwrote the existing asset with the GitHub version, but now facing another problem:Overwrote the existing asset with the GitHub version, but now...
Getting this error:[ATTACH]
Any help would be appreciated!
Hm, can't seem to get it to work with Single Pass Instanced stereo mode. I get an all white screen.
Edit: Using Unity version 2018.2.17f1, if it...
Hey, would it be possible to add single pass instanced (multi-view) support?
Is this product still available for purchase? Amplify Texture's page on your website states that public licensing is suspended.
Hi, what's the current eta for Single-pass Instanced support?
Great, any idea what when you can push an update?
Ah, many thanks for the update!
Right, but Single Pass Instanced stereo rendering mode is different from just instancing materials. It cuts render thread time in half for all...