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Thanks, submitted as case 1289332. And yes, my player settings are targeting WebGL1.0 specifically as Graphic API (auto is unchecked), the issue...
Thanks, I meant - can I access them in an editor script so I can do something else with them other than expanding the template files - I am not...
Hi all, I tried building the sample scene which comes with the URP on Unity 2020.11.f1 using WebGL 1.0 as graphics API (to test on Safari mobile,...
@jukka_j @alexsuvorov Is there a way to access these variables (in particular LOADER_FILENAME, DATA_FILENAME and such) during a pre/post build...
I was facing the same issue after upgrading from ARFoundation 3.1.0 (working fine) to 4.0 (aforementioned black screen issue & log error messages...
Thanks, that worked like a charm. On Unity 2019.4, the methods seems to be called `AssetDatabase.SaveAssets()` There's another inconsequential...
Hi all, I noticed that the behaviour of table collections seems to be to store the changes to tables assets when the editor is closed, rather than...
I saw the the latest preview release included a Goggle Sheets extension to sync string tables. That's definitely useful, but is there anything...
You can switch back to the older font from the settings - I find it easier on my eyes on my 1080p monitor.
Don't know what to tell you, I'm using 2019.2 and works just fine. I'm only using older AR features such as plane and image tracking so far, maybe...
Thanks for this, works straight out of the box with: Unity 2019.2.10f1 ARFoundation 3.0.0 - preview.4 LWRP 6.9.0 I gotta note that the latest...
I just updated an older project in a similar situation to yours. Works fine with Unity 2019.2.10f1 ARFoundation 3.0.0 - preview.4 LWRP 6.9.0...
I have been creating the .arobject reference following the instructions in here:...
I was surprised to see there's no normal input on the unlit master node. What alternative workflow could I use to achieve the equivalent of the...
Solved this myself: just needed to normalize the output of the view direction node.
I'm trying to recreate the fake BRDF shader described in here and / or this video. This is my graph: [ATTACH] Everything looked pretty...
I see, thanks for your reply. I did end up creating another animation clip in the imported model which was just one frame long, and setting it...
I'd like an animation clip to hold a specific frame for a set amount of time in a timeline. Is it possible to do so? I tried by setting the "Clip...
You could subscribe to the planeAdded event...
Use the Raycaster manager component (believe it's a new addition in foundation 2.0) to raycast the ground plane and move the object to the hit...