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Thank you very much!
It should be set to English. How can I check that?
I think I found the bug: is it possible, that a "," is inserted instead of a "." for floating point values in the properties list? Unity always...
ShaderGraph isn't working anymore after installing 3.0.0-preview. Sadly reverting back to 2.0.6 doesn't make the shaders working again....
I have a problem with ProBuilder and Lightweight Rendering Pipeline (LWRP) since the latest Unity 2018.2.0f2 update. The shaders aren't...
For those who are interested in:
I figured out how to use Lightmaps in Unlit shaders.
Here's the early alpha-result (there are lots of...
Yea, that's actually what was in my mind. Look at this shader: https://gist.github.com/jimfleming/5937437
I guess it's an unlit shader which...
I created an Unlit Shader with the Shader Graph.
Is it possible to make it use Lightmaps?
Thank you very much, but yes, I've changed the settings of the effects (including intensity).
I just got a step further: until I enabled global...
For my project post-processing doesn't work at all. Neither v1 nor v2.
I'm using Unity 2018.1.0f2 and installed the Lightweight Render Pipeline...
Really no ideas ^^?
Sorry for pushing, but I need to fix this.
Either this is a bug or I need to check against another condition?
I've written an editor-script which reads the parameters of the Animator. I'm also doing some null-checks and it works fine:
When setting rotation-keyframes my objects rotate really strangly. Watch the following video:
Any ideas how to solve that?...
Luckily the binding doesn't have to be serializable in my case :)
So thank you very much - your hint works perfectly!
I'm creating a custom Timeline-Track/Clip and ran into a little problem: I need a reference to the bound object of the track from my...
Thanks for your suggestion - I think I can work with that ^^
@sejton I have the same problem when using NSubstitute
I wonder how to seperate methods which return IEnumerator with yield. For example I have the following nearly identical tests (it...
It seems to work when I only use the two Side-Walk-Animations in my blend tree (it doesn't matter if I use a "1D" or a "2D" blend tree).