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Thanks for the support ! For now i can wait for official update.
I take this opportunity to ask another question: I would like to...
me too i don't use FOW ahah
I wanted to go too fast!
EDIT: I found the problem. Updating RTS Engine add some line in this filed (project settings...
I will try like that! Thanks Shadowing!
Unfortunately, I will not be able to try right away. I just updated RTS Engine (for the reupload due to...
I am having a problem with the placement of the buildings. Indeed, I can build buildings on each other. The box collider does not...
I have the same problem, i use unity 2018
Hi, any news ?
I have a problem with the wave system. I followed the integration tutorial with Emerald AI 2.0, unfortunately in play mode the wave count...
Oh defered renderer is better ?
Yes, i use only VS shader
Reconstruct mode work perfectly :) thanks you !
when I activate the ambient occlusion, the relief of the ground is visible through the vegetation (I use Vegetation Studio). Until then I...
I have a small problem in the demo integration scene with "Inventory Pro"
In Play mode, you can not build a foundation paste to another...
Lol sorry for the screen. Yes, i use Quick Start on standard FPS prefab and drag and drop UI demo.
thanks for the very fast support: P So I check, everything seems correct. Here are the screens:
[IMG] [IMG] [IMG]
EDIT 1: all items...
I import EBS into a new empty project. I followed scrupulously the guide part 1 & 2 (last version).
Unfortunately I have a problem...
Oh yes ! i love that ! Thanks you very much for this great update. full suport post processing <3 procedural clouds <3
Yes i have vHUD
Thanks for support :)
I created a new player controller and I do not know why but I have no problem framerate.
Another problem, i have an...
I created a NPC using invector melee, but I have a huge drop in framerate when I add it to my scene. If I put 3 at the same time I have...
hello, I try for several hours to change the effect of "thruster" to go from a meshrenderer to linerenderer. I am very bad at C # so I do not...