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I also seem to have this crash. Did you manage to fix it or track down its cause?
Sorry, I probably was confusing: 99% of the times I plan to update the component values from the MonoBeahviours. For example I have a...
I'm making an open world roguelike with a large proc gen map with a bunch of enemies and other objects on it (let's call them entities). For...
I'm working on a 2d side scroller game with large tile-based map. For the tile rendering I have made a custom script that renders the tiles using...
I'm working on a project and part of it is a Unity application running headless (using the -batchmode switch) on the server creating screenshots...
Hi, I purchased the asset a long time ago, now I see it became open source, great! Do you accept pull request? For a stealth game I decided to use...
I experimented with various ways trying to achieve slow motion with changing rate, but right now not changing fixedDeltaTime with interpolated...
Another way to achieve slow motion could be that instead of modifying the Time.timeScale modifying rigidbody properties based on the difference of...
I tested your code, and it seems to be working fine, but unfortunately my ragdolls still keep jumping... I think I might just use animations for...
Hi dgoyette, thanks for the snipplet. This indeed seems to reduce the issue to a level that it is almost invisible, however I also would like to...
I know it's an old thread but did you manage to fix this? I'm struggling with the same issue as well...
Brilliant, thank you! Can i do fading distance with the stencil renderer? Maybe with a texture with alpha channel?
Hi, I have a quick question: in my topdown game most of the level is black, only parts visible to the player is rendered. Is there another way to...
I found another anomaly which might help:I managed to take objects get hidden partially by using two cameras, but it only works when the post...
2.1.7. On the Post Processing Layer component there is a "Directly to Camera Target" flag, but it basically disables the whole LoS.
I'm using FXAA, but it's the same for all available (SMAA, TAA)
I updated the Post Processing stack from the package manager which seemed to fixed this issue, however now the antialiasing is not applied to the...
I think it would be best if I quickly explained what I'd like to achieve: I need to have 3 levels of vision: Areas affected by light with full...
Also I noticed that the Unity post processing is only applied inside the mask, but not outside, is it a known behaviour, and if so do you know of...
I just wanted to thank you for this, just tried and works great. I ended up using it for something different, but really works great. I'm curious:...