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Would it be possible to add shadow to Trail Renderer?
After lots of testing I've found out what's been causing it: I moved shaders to other folder (To Assets/Shaders from...
It doesn't work anymore. Looks fine in the editor, but after compiling, background mesh is solid black, no matter what color I set (so lighting...
@slembcke2, #91 Thanks for detailed answer. So I have bought the asset after all. Here's some feedback: Setting up everything to work correctly...
Hi, I'm thinking about buying SFSS but I have some questions. 1. Is it possible to try out the asset before buying (some sort of free/demo...
Doesn't work because of this line: this.myFloat = result; As I need to set value in other class. The Ref class still uses a new field instead of...
I want to use that coroutine from multiple other classes to set value over some time. So I don't think there is any way without using references....
Is there any way to pass a reference variable to coroutine? I would like to have something like this: IEnumerator myCoroutine(ref float...
Just tried a few tests with 10000 cubes (all with static colliders) in the scene. All times are the same. The first headline says So does any of...
I thought about it but couldn't think of a way to measure it. Don't really know how to use the profiler since I'm just learning Unity. How would...
I used Stopwatch class from System.Diagnostics to measure time. Full code if you're interested: [SPOILER]
I'm thinking how to optimize my own game so I did some testing. All times are in ms, all test were done with 2D physics. Moving object 500 times...
If I make a scrollable UI and add a Mask component, it doesn't properly mask everything. The issue is gone if I disable Anti Aliasing but then the...