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It works fine and overall very good wrapper. I currently have issue if I call update leaderboards score several times subsequently. After 4-5...
Sure it will work, I just applied Unity recommended code to make it compatible with Single pass, without that it renders only in one eye. Not sure...
Is this compatible with Il2cpp ?
Thanks for free cool asset. Here's my 2 cents. Modified "_SingleLineShader.cginc" so it works correctly in VR single pass stereo mode.
Its only for PC VR, Quest and other do not support multipass anymore... Its slow anyway.
I see, I was always using this grass in my projects but unity removed single pass in 2020 XR manager. :(
Thanks already solved but will take look maybe its more efficient !
It works perfectly check katanas here:
Thanks for quick replay !
Simply Just assigning:
protected P3dPaintDecal _pDecal;
_pDecal.Color = sliceInfo.DirtColor;
And call project...
Hi I noted if I change paintabledecal color from code its not applied anymore. Is is not supported ?
Is there way to make this work with "Single pass instanced" in VR? ATM with forwards renderer it renders only in right eye.
Is it possible to do some painting or splat a decal and save this as permanent ?
Does this support "Single Pass Instanced" rendering mode for VR?
I have TV and monitor hooked up to system, On TV I have font size 300% and I dragged Unity Editor window once and since that font is...
So I have melee animation which have weapon bones "BladeR" and "BladeL" and want it to use with model with custom Katana. How I can "bind" weapon...
So how do I fix this ? Reinstalled several times, followed tutorials etc.
Summary: Unity Machine Learning Agents...
Also in "Library\PackageCache\firstname.lastname@example.org\Editor\ProjectGeneration\ProjectGeneration.cs"
Were their QA on vacation ? How can they missed that ?
P.s. Using forward renderer
So is this normal behavior for shadows not to end in bake ? Is is possible to make baked version look like original? Unity 2019.3, standard...