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ReflectionProbe.RenderProbe() should do it, but doing it every time a new building is built is probably going to kill performance.
I'd just use...
Looking forward to it if it ever becomes a feature.
Is there a way to define a rule for a particular type?
So every object of a particular type in the hierarchy gets the same icon.
Importing Hierarchy Folders is showering the console with errors:
Edit.: Importing it in a blank project...
Would just like to report this warning:
Also, trying to open PI gives me this exception:
Just updated all my assets to check.
Everything seems to be working fine except for one asset.
Monkey to be specific.
It says that I have version...
I did. Just letting you know.
Getting a small error:
SelectionMode.OnlyUserModifiable' is obsolete:
''OnlyUserModifiable' is obsolete. Use 'Editable' instead....
For a while now I've noticed that a few assets in the package manager always display the "update" icon, even though they are updated to the latest...
For whatever reason in the package manager Rainbow Folders 2 always shows up as having an update available.
Even deleting the cache and...
Hey man, just wanted to make sure that Weaver is still being maintained.
I hate Unity's reliance on strings with a passion and after trying out...
Just wanted to let you know that DocMe is leaving multiple _DocMeRoutiners cluttering the scene view as you open and close the project.
Thanks for taking the time.
Love your assets.
Is Weaver supposed to work well with Amplify Shaders? Because it causes a bunch of errors after generating the shader constants. Seems to be that...
I tried Bolt for quite a bit and I was very underwhelmed. Really poor performance, no type safety, no refactoring tools and it doesn't tell you...
Increase the angular speed of the NavMeshAgent.
Probuilder is meant for prototyping environments, not for skinned meshes.
For something like that you really need a dedicated DCC to do it...
A decal would be the easiest choice.
You could also use a second UV channel, but for that you'd need a custom shader.
There are many ways of solving that, but all of them boil down to the same thing, put something there to hide it.
If you absolutely need your...
I'd use scriptable objects for data that I'd like to share between multiple objects and prefab variants when I want to have a new prefab that is...