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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
How difficult will it be to update custom generators to MapMagic 2 ?
Yes! The standard render pipeline with surface shaders was great for both game devs and asset devs. I can understand that it may have needed a...
Awesome! I'm using Aquas with Map Magic too.
It might be related to your grass, try temporarily removing it and see if you get the same performance issues.
Had you un-checked it when the pinned terrains stopped generating properly?
Post processing makes all the difference. Using the Post Processing Stack 2 try setting the Ambient Occlusion mode to Scalable Ambient Obscurance,...
I have seen this happen when pinning multiple terrains and 'Instant Generate' is un-checked. If the terrains are not generating properly you can...
I think you could just make a new prefab that has the entry room connected to that specific room. So combine them in a new prefab.
Any news about the dungeon blueprints?
You'll probably find it will only work properly for tree prefabs that are using LODs, like the NatureManufacture trees and SpeedTrees etc. It's a...
You can try something like this:
In the tree shader check to see if the "Enable GPU Instancing" option is enabled.
For anyone that's interested the fix was to add using UnityEditor; at the top of Aquas_CamerSwitcher.cs
Caustics don't show if 'Draw Instanced' is checked in the terrain settings (which is a Unity issue), so it's worth checking to see if that is the...
Here it is ;)
Try changing the density value to 100 in the scatter generator.
It could be something related to the location of the probe, for example it might be below the terrain surface.
@krahvaal and @PicturesInDark it has been announced that the next update has custom underwater effects that do not require Unity's post processing...
Here is a modified version of the graph from the FAQ: