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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
Super simple question, but can't seem to find the solution in timeline:
How do I make a reusable door opening cutscene where the player's...
Sorry, I mean trunk and branches etc. Just not leaves.
Good example of this being Zelda BOTW, you can climb up trees and walk along the branches...
Is there a way to add a mesh collider to just the trunk? when i make the prefab it's all collapsed into one mesh per LOD so it makes life a bit...
Has anyone made any stylised trees with this? It would be nice to see some examples :)
When using the Shader Generator, I can't seem to add emission to a PBS shader, blank shader in a blank project with only Emission...
Thanks! I'll give it a try tomorrow :)
Any idea when this build will be available on the asset store?
Been using SCPE recently, awesome collection of post fx already.
Would love something like this to be added in the future:...
Thanks so much, looking forward to it :)
Changing shadow settings didn't affect anything.
I hadn't noticed any errors or warnings before (aside from a DX9 warning), so I swapped to PC...
@Lexie Been trying to get this to run on Nintendo Switch, as yet unsuccessfully. Is it supported? If so, do I have to do anything specific to make...
Thanks! I'll give it a shot over the weekend and report back :)
Hi @Jean-Moreno ,
Yeah, I think basic texture blending with height map would suffice. I'm doing some look dev for a Switch game, so less intense...
Is there a way to end a looping cutscene but trigger the camera animation to ease back into gameplay? I've managed to dynamically...
Is it possible to do height based blending of PBS materials based on vertex colours or a texture map?
If not, could I make that...
Legend! Thank you @guavaman !
I'm trying to get the Bolt integration working with the latest version of Bolt (1.4).
I keep getting the following error whenever I...
You're a good egg. :)
Just wondering if the inflate deformer bug is fixed yet?
Can this asset track prefabs instantiated at runtime?