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i bought this and enjoy the quality, great job! are you goint to support HDRP?
the point is not how to interpret unity's words, you should avoid vague speech in the first place, if you did so, please clarify as quick as...
Bug like: Overlay texture are sampling twice in mirrored direction:
is this suppose to support 2021.1 (URP 11.0 )? scenes are broken. Weather Zones and Default scene is too bright
is there a way to modify the shader ? seems you didn't ship the shader source file
how to blend terrain color into grass with nature renderer & nature shader (like stylized-grass-shader did) ?
@Visual-Design-Cafe are you still provide support via zendesk? i didn't get any response in 48hours
i found ccp will penetrate walls when in high speeds, my solution is set `RigidbodyComponent.ContinuousCollisionDetection = true`, don't know why...
i met an nasty bug that: character will continue *slide up* slope at a very very low speed (without...
i indeed made a simple OWP which use "IgnoreLayerMaskCollision", are you going to release your OWP ?
how to do oneWayPlatform and JumpDown in 1.2.1 ?
do u have any suggestions about integrating CCP with behaviour designer/tree ?
I have become more interested in what's new in 2.0.0 :D
Great , this works for me, thank you !
my sprite shader is very simple, just change scale of object position.x:
when i use mutiple objects in the scene, vertext position seems...
i uploaded a video which demonstrating the jittering (use the scene i uploaded above + polarith free version in assetstore)
my question is of course "how do i solve this"... i do need to change rotation, polarith shouldn't write to transform anyway, as i said
ok, i found the causing was that i can't change Arrive.Target.Transform's rotation. ( seems it related to my rigidbody-based CharacterController.)...
oh, btw i use unity 2020.2, maybe related to this. i'll try to reproduce this in a minimal scene later