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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
can i make some tweak so i get a second diffuse map, more like a decal map.
I've been baking many textures just to add decals....
Hi, would my character need to use a specific shader or can I use any? I'm using uber shaders.
also; If I use smoothed tesselation on my...
hello, i need an off thread "SkinnedMeshRenderer.BakeMesh" method.
i remember it used to be fast, but now it eats the main thread.
can this asset...
Small colliders also cause this problem, do what is said is this thread solves the problem
hello, is there a way to use Rotation Limit Angle component with LimitTwist = 0 without the flip at the z axis, if not, use LimitTwist = 180 but...
public class SimpleNormalsMagnitudeFixer : MonoBehaviour
public SkinnedMeshRenderer m_renderer;
you can fix this on the cpu side by using BakeMesh function, cloning the original mesh and then loop through the normals:...
setting displacement to zero improved the performance a little bit, thanks.
On the smoothing, Ill have to establish my character at the posible...
Hi. I have a problem with phong tessellation and SkinnedMesh.
When the scale of a bone is increased (in this case the head) the mesh gets...
Fixed with GPU Skinning. on
Fix works in 5.4 (only tested), not working in 5.5.
is there a way to fix this, i want a smoothed character
hello, is there a way to fix this, it happens when you scale a bone using tessellation, in this case the ethan's head.
hello, its posible to make a PUSH only interaction Preserving the volume like using "Inflate".
This code works in .NET 3.5, but not in Unity 5.3.4f1
public class ClassA
/// works fine