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Can you explane what exactly you doing? And how did you solve the problem?
I have the same or similar problem.
I'm building a player of Unity's...
I got it to work!
I had to set my custom shader in the Depth Normals shader under graphics settings....
I've a cutting shader which cuts my object on a specific plane. This works perfectly in normal shader.
Now I have a...
Unfortunately this is not under active development anymore
@locus84 thank you for this amazing package.
I made some initial test with it to verify if this one fits into my project. An I have to say. It's...
I also had this issue in earlier versions of Unity and Addressables.
I'm totaly in the same situation.
But I don't get it to work.
Can you provide me some more code on how to do it?
I'm using Version 1.8.3
I've encountered a memory leak while building Addressables.
Every time I build addressable assets the total memory usage of Unity increases....
is there now a more reliable way to manage multi project addressables?
Maybe defining a resource that just have a remote catalog or...
I'm using two projects one to build content and the main project with the final application.
Now I'm using...
I don't know if this is already reported.
My Inspector is really slow and laggy when I want to setup my animations in the import settings of my...
What about using a NativeMultiHashMap?
You have to manage it manually. Thereby each car is a key and has multiple Linepoints or each line end is...
Thanks, I thought so.
we are using the latest version of HDRP (7.1.2) with Unity 2019.3.0b10
And we've encountered some weird behaviour with our lighting /...
Maybe you should take a look at the Boids example:
Here is how I managed the spherical rotation. It works pretty well.
A note by the way: It also scales proportional with the distance to the camera...
Thank you for your answer! I've already found a solution some time ago.
Yep, it is.
I'm not sure about it. Anyway you could use:
public struct MyStruct : IComponentData
Many thanks! I'll try it out and write my feedback to it later on :)