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I wish I could flag an asset as being part of the build, and it would always be in the build, and asset bundle, package or whatever would know...
We updated from 2019.4.20 to 2019.4.25.
Now all our cloth on character equipment crashes.
If I go and edit a prefab in text mode to disable the...
Ouch. Talk about over-engineering and over-priced.
"We need a license that can only be run in headless mode/command line."
"Here's a license...
Holy node horror... Why are you even presenting that as a good use case?
You really need to learn how to inject animation and keep an animator slim.
Was doing optimization by disabling animator for doors and other "fixed" state items... and found out they were losing states. Glad that flag...
7 years later... Unity still hasn't figured it out. Well, at least now we have a copy-paste in the inspector! Just took 12 years.
You mean assume it's always going to branch?
Well to be honest, I always forget the rules that make the compiler branch or not with ifs. Especially since different platforms have different...
Also the best way to do "ifs" in shaders... Lerp everything.
Nevermind... I ended up using the GBuffer0 Alpha (Occlusion) with the GBuffer2 Alpha (Unused but horribly low precision) as a bit switch.
We have implemented a surface PBR relief shader that works with our lighting system.
So far, it works rather well.
But one thing that would push...
I have a simply metallic chain made of 5 rigidbodies, 4 of which are character joint.
The chain reacts well when I rotate the root around.
So... The big issues; asset duplication is still a big underlying issue in Addressable, and requires lot of manual operation to make sure it...
Make sure you don't have
In your project.
Have you tried a lambda?
singleSpriteReference.LoadAssetAsync<Sprite>().Completed += (AsyncOperationHandle<Sprite> handle) =>
Materials, Textures, Shaders...
There's a long list of issue with AssetBundles, and while I looked over the Addressable documentation, there's no mention if the new system fixes...
We figured it out. We had the source of the shader in the project. Erasing the UI shader there made it come back.
We just got copy-paste on the inspector. Give Unity 5-10 more years.
Well, 2020 now, gonna update it a bit.
There's support for generics and System.Object serialization.
There's support for nullable types.