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hey @Lesnikus5 , i ended up using this as compute shader
#pragma kernel CSMain
bumping this, same needs, spawn prefabs with Light probes inside.
I'm trying to implement the custom light probe system The Elder Scrolls Blades talks about in this video.
only I'm not sure where to start.....
ok that didn't solve my problem!
I got some strange things going on.
When i just save the GI vertex stream to an asset, it breaks after going in...
I solved my problem with adding UploadMeshData(true);
render[i].additionalVertexStreams.hideFlags = HideFlags.None;
Mesh m = new...
hmm is this still being developed or abandon? no reaction from the dev since nov 2019...
hi, looks impressive.
Can i ask what the main differences are between Basic and Extended?
ok silly me, you access it through an AssetReference...
@Gregoryl Thanks, must have overlooked that.
It seems Cinemachine Is deprecated... :(
is there any replacement for this?
I'm using 2019.3.
Won't Addressables.Release() do this?
I can't seem to find a way to get the label set on an addressable. There is AssetLabelReference which gives a drop down of all available Labels....
for anyone looking to do this, i suggest using
public AssetLabelReference assetLabel;
private void Load()
ok so small changes with big results :)
changed the annoying string to a Addressable label and do this:
public AssetLabelReference assetLabel;...
I'm trying to use Addressables to speed up loading times.
My first attempt was this:
Func<AssetReference, Task> InstantiateAsset = async...
Base character on the right has Arms_root and then Root_Arms, all animations start with Root_Arms
So exporting from most 3d software will...
@bgolus you are a hero sir!
for anyone looking to do this here's a small snippet example:
private void Start()
Material mat =...
but this shouldn't be the solution. The difference is if u export mesh, i guess the export/import process creates an extra container on the top...
I'm having this annoying bug.
I have a base set of first person arms with mesh. Each time i import a new fbx file with an animation for these...
no tips or tricks here?