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This is the only option that seems to work from all readvalue options of the keys.
I'd rather use the join action option like in the player input...
Nobody that can confirm if it still works or not?
Just updated to unity 2019.4.23 (built in renderer) and post process package 3.1.0 but it seems the ambient occlusion setting I was using doesn't...
Nothing broke as far as I can tell, only the post processing package was still outdated while it would be updated to 3.1
Same here, waiting for it to finish now to see if anything is broken.
Seeing as this post is from 2009 I doubt it has anything to do with your solution. :D
Ok I got it working somewhat but there's an issue.
Maybe someone from unity or anyone else can help me out.
When the addressables are referenced...
Ye you have to manually code the join logic, couldn't find a way around it.
Basically just check in update when any controller pushes start and...
Anyone that has made this custom rule by chance?
It still seems to break if the camera is a child of an addressable prefab with a reference to the addressable rendertexture. (version 1.16.16)
Create another prop set with just those 2 props but set the count to 1
I guess I'm the only one using post processing and addressables in the same project
When I check the values for a procedural, looping particle in 2019.4.20 I get these logs.
It never changes even when my camera is...
When I run through my scenes, prefabs and what not I get about 60 shaders/467 variants, as seen in the picture, but I wonder if this is too much?...
Honestly Unity connect just wasn't well thought out.
I guess it was fine if you had a finished product where you basically just made a...
Is it advised to set the aniso level to 0 for stuff like normal, spec, ao maps?
Does that improve the performance?
I feel like the only texture...
This wasn't an issue a couple versions ago in unity 2019.4.
Now suddenly I need to address this package.
When I analyze my assets it seems that all the shaders, textures from the post processing package gets pulled in implicitly.
I'm also getting...
It's added to the known issues in the latest unity 2019 release notes though.
Does the branch depth also take into account how far along it is on the main path?
Or is it just the depth of the branch itself.
F.e. I want...