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There is a VSync check mark in the resolution list of the Game window.
AFAIK there is no thing like function call in shaders and there is not even 'real' conditional code. I suspect that all the code of your shaders...
The post processing stack is already doing this (https://docs.unity3d.com/Packagesfirstname.lastname@example.org/manual/Auto-Exposure.html). You...
Try with a direct reference as shown here : [MEDIA]
You can use https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html and float arrays for example.
You could use real 3d objects and place them far away or at a constant distance from the player.
Perhaps the camera near plane is too far.
Perhaps disable the light with the bulb icon in the top left corner of the scene window.
Perhaps you can try https://docs.unity3d.com/ScriptReference/AudioSource.PlayOneShot.html
You'll find a few tutorials on YouTube if you look for "portals".
I am not using SGT floating system so I can not say for sure.
Perhaps you can add the call yo this two functions on the OnSnap event of the...
This is the usual particle code :
private void ShiftParticle(Vector3 playerRelativePosition)
You just need to change the last line of code to :
sharedMaterials will affect the global material and if it is used by several objects then all the objects will change.
If you change the material...
Is there a reason why the prefab assets (those in PrototypeData) are saved so often on disk ? They are re-saved when the scene is saved but also...
Have a look in the dots subforum https://forum.unity.com/forums/data-oriented-technology-stack.147/
The Update() function is executed on each instance of your prefab.
moveSabonete is a global variable that your are setting to false, so it will be...
The title of your post is misleading.
How do you get the reference of you SaboneteScript ?
If you want to update the position of all your...
You are probably too far from the 0,0,0 coordinates (there is a limitation with what a float number can store, so when you are far from the origin...
You can use Rigidbody.MovePosition if you don't want to move your car with the AddForce api.