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Do you have an image of this? I'm having a hard time understanding what you mean :/
For reference :)
So what did you do in the end?
For large oceans it's indeed ideal to work with levels of detail. You can use a plane mesh in the center with higher density, and then the...
Hey, thank you for the feedback. I'd like to address some issues you had.
1. When importing the asset, sometimes Unity messes up the references...
Aha! Right that's a nice use case.
So yeah, I think the issue might be that on the Awake function of the buoyant object, I set the rigidbody to...
Hey, that's good to know! I'm going to look into this. What kind of game scenario do you have going on? A boat entering the water?
Keep in mind that this feature is experimental.
These are my settings.
And I get the following effect.
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Not exactly sure if this is what you want but
The node is called 'Object'
I am using the following code for a custom pass in URP.
CommandBuffer cmd = CommandBufferPool.Get("My Custom Pass");
var sortFlags =...
Hey! I'm sorry you're having these issues. I'll do some performance testing on my own mobile phone and get back to you.
For the fps counter I use...
Same thing for me on 2020.1. Happened after doing a windows build.
I updated the docs to reflect all the changes in update 1.1.0!
I also wanted to take the time...
Thank you! I submitted a small update that should help with some of these issues. If you enjoy the asset, a review would always help me out greatly.
Hmm I still can't reproduce it.
Could you maybe try opening WaterLighting.hlsl and go to line 107 and change the code to this....
Hey, I haven't experienced that issue before. Do you get the same errors in a new, empty project? Did you change some of the code in the...
Well, that was quick! Update 1.1.0 is now live :)
I finally pushed update 1.1.0 to the store and it should be released before the weekend if everything goes well. Here is the changelog...