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Actually, I just came across these: https://github.com/V-Sekai/unidot_importer https://github.com/barcoderdev/unitypackage_godot
Not that I know of
With the money you will be saving by abandoning Unity, consider giving Godot a few dollars each month!...
What an excellent moment to remind everyone that Godot is absolutely free (both in terms of price and restrictions) and getting better every day
What is the license of the new one (hosted on Unity's organization)? The one on your repo is CC0 but the license is missing on the other one
Bump
Hello there! I'm attempting to port this overlay shader/system to URP: I've moved the bulk of the code to a ScriptableRendererFeature with 2...
Well I made some progress! I got it to render in the scene view by setting the renderPassEvent to "After Rendering." any other value makes it...
It didn't before and still doesn't after the check. Edit: I logged the camera type for each call and It's calling it for SceneView and Game...
Thanks! That solves the rendering in previews issue. Now I have to figure out why it's not rendering in-game
Project Tiny is dead.
Try https://unity.com/unity-pulse
For me (I've started toying with the latest betas a couple weeks ago) it's mainly 3 things: - Insanely fast iteration speed. So far I'd say it's...
Depending on your wokplace's security policies, you could maybe remote desktop from the work PC to your personal computer. Basically what...
These are based on a very old system that's not supported anymore. If you're using the built-in rendering pipeline, look for the postprocessing...
It looks like someone wants us to do their homework
I mean, you've read Arowx's Threads™. We're clearly past that point.
Could you elaborate a bit on this? I'm curious about what has peeked your interest and what is not there yet. Also, are you trying the godot 4 alpha?
Your code is fine. The code that Bunny83 posted is more complex because it's meant to be reusable. Instead of writing the same(ish) code every...