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Seriously this should be simple. How do we do this?
Found a fix for my case. It was due to a package in my project (MRTK). It had some code that was subscribing to...
Hey all, I ran into breakpoints not working in my project because I build my .dlls outside the unity project and copy them in. The issue was that...
Okay turns out one of the packages in my project (MRTK) was attaching to the UnityEditor.onPlay event and triggering AssetDatabase.Refresh()...
I even disabled VS Tools entirely, and tried unity 2017 with no VS Tools. It seems to be an issue with unity 2019, not VS
I'm still getting this issue when disabling auto refresh and the option in VS tools for unity. Using VS 2019 and Unity 2019.4.16. I even get it...
I disabled VS Tools for Unity and auto refresh and it still shows me the 'Importing' loading bar everytime I build in VS and hit play in unity. Help!
Hi all, I'm building a level with probuilder that uses angled walls. To build the walls, I used a 16-sided cyllinder, and detached each of the...
@Egad_McDad Thank you! I think those are the answers I'm looking for. I'll give these a try next chance I get
@Camarent thanks. I've read through that before and gotten the effect described in there working. But it doesn't affect the inner edges on...
Hi all, I'm able to create an outline fullscreen shader in the Universal Render Pipeline using this tutorial...
As someone who is new to learning shaders, the lack of documentation and overwhelming amount of options is frustrating. I'm halfway through an...
It's in the package manager
Hi all, I'm considering porting my project from HDRP over to URP. But my levels include volumetric fog, which I don't want to lose. Just...
Is there any support for custom shaders in HDRP now?
Hi all, I stumbled upon this tutorial on how to create an edge detection effect using URP https://alexanderameye.github.io/outlineshader.html...
Does anyone know of a way to achieve this effect with HDRP?
Omg. I can't believe I didn't see that. It was right next to where I was looking. Thanks, that's exactly what I was looking for [ATTACH]
I found a workaround. Put all your release lighting under one gameobject that you can toggle on and off. Then create another gameobject called...
I'm using HDRP and I have a scene that I'm working on that has a variety of light sources. The desired end goal is going to be kind of dark....