A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Please no, don't try to fix it if its not broken. We don't want to turn it into a bloated mess like DOTween.
Also worth mentioning- if you are baking normal maps, you should triangulate beforehand because if the triangulation is different between the...
1 year for it to be in experimental status, 2+ years until its ready for production. 4 years until its deprecated and replaced with something else.
The third-party solutions in the asset store are not very good and the authors could stop working on them at any time. We need a proper mesh-based...
I just encountered this. Four years later, and this bug still exists. :(
The problem with loading an AssetReference through Addressables.LoadAssetAsync is that the Asset is null and accessing OperationHandle.Result...
Just a suggestion from a UI/UI perspective- Redesign the AssetReference system. Integrate the soft object referencing into the core unity editor...
I have recently updated an old WebGL project from 5.6 all the way to 2020.1. Got it working mostly, aside from the pixelated shadows bug. The only...
I'm doing a normal WebGL, build but according to the build report tool, the shaders are taking up 21.5mb of space and my unity_builtin_extra file...
Well, you've already said how its done in your post- lerp the normals based on the normalized input from your animation driver(morph...
Even with no normals pass? I'm surprised they didn't switch over to GTAO. It's a much better solution.
Yes, SSAO is expensive, especially on mobile devices. I remember 10 years ago it was a big hit on desktop machines.
I wouldn't mind this change if AssetReference was smart enough to populate the Asset field if it's already loaded into memory from another...
I don't get it. Judging from the amount of posts about it on these forums, a synchronous API is probably the most requested feature for...
What do you mean by "the object"? If you are referring to the UnityEngine.Object asset being referenced in the AssetReference, you can use...
I wouldn't use URP if you need any custom or complex rendering. It's pretty awful and doesn't have feature parity with built-in. Just go back to...
I am getting this error as well. I can't even change the asset in the inspector because the exception causes the propertydrawer to disappear in...
I think your mistake was using HDRP Unity.
Where did you hear about Unity officially having splines? I don't see anything on the roadmap.
This is why splitting the graphics pipelines into three was a terrible mistake. Now every new feature needs to be implemented in the different...