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Lol the solution is so much more simpler than I could have ever imagined
Just use the Transform (Position) node.
I have gotten it to work, but only partially. This works with some rotations, but not all. Any tips?
Unfortunately this has to work in 2019.4 so...
Hey, all! So my VFX Graph is based on a PointCache and is "attached" to a Transform Property Binder so the graph can be moved by another...
Very curious about this also!
Second on this. I work both on Windows and MacOS and the instability on the MacOS platform is insane. Multiple senseless crashes a day.
Actually, removed URP entirely from the project and the issue still persists.
@CiaranWills Hey! I updated the renderer + forward renderer and still have the same issue.
Not sure what's going on, but about 50% of the time I put MARS in a project I can expect my project's camera to stop working randomly, forcing me...
At the very least have different prices for Unity Plus/Free users and Unity Pro. $600/year is worth the investment in enterprise and larger...
Very strange why they chose to keep motion blur for VR.
Still problematic in July
Issue solved. You need to go on the Build Phases of all Targets and add libz.tbd in Link Binary With Libraries.
These are popping up whenever Unity MARS is in the scene of the build.
Any ideas? I see these popping up in the internet in all sorts of...
Having this as well
Yup, still happening every now and then in 2019.3 too
Got hit by this as well, but the camera already has Force Into RT off.
Same here. Has anyone found a solution?
Hey, all. I'm working on an application in which an image target starts an AR experience, but targets are no longer required after that initial...
Having the same issues as well. Even with all default settings, the image tracking system seems to distort the Y values of any prefab I give it.