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I tested SwitchBehaviourTree action as below:
Tree1: Sequence->Print Log 1, SwitchBehaviourTree To Tree2, Print Log2
It works today with the same sensor i created yesterday, just open Unity and I saw the sensor. :). I think this bug is from Unity (just restart...
[ATTACH] Hi @Polarith,
I saw nothing in the scene when using Planar Shaper. I could not customize it. help me please. Thanks.
How to get all percepts in range of outer (and inner)radius of an AIMSeek by available method of Polarith without recalculating....
I got it, thank you very much. :)
Please tell me the difference between AIMFollow and AIMSeek.
It seems that i can replace 2 component each other without difference....
Thank you for your quick support.
I have another question:
In the scene SeekNavMesh, I tested with a narrow path by baking navmesh...
I purchased Polarith Pro. I don't understand the difference between Layer Normalization (Everything) in behaviour with normalize...
Very useful information. That helps too much!
Ground is a mesh that I recreate from origin Mesh by a script for new UV to work with atlas texture. I only translated the uv (chanel 0) of origin...
After bake lightmap, I have result as the image below, Could you help me to fix it?
I'm confused too. Hope someone can make it clearer
Today, My game was approved after I sent a message to apple. I didn't upload any new build. So Unity version 2017.3.1p4 is OK. I wrote to apple...
My game was rejected with 2017.3.1p4
Your app crashed on iPad or iPhone running iOS 11.2.5 connected to an IPv6 network during our review....
Is there any way to solve the issues?
Yes, ALL mobile shaders have the same problem like that.
Some information for you:
1/ Used 1 realtime Directional Light
2/ Quality setting: texture = full res
However, With the same...
I purchased your Unity asset: AQUAS Water/River Set
When I test on android mobile with mobile shader, the result is different from...
Crash for IOS with a simple code (version 5.5.0b7)
Run ok on Editor
Text t = GetComponent<Text> ();
t.text = "123";