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The question I have with the variants is the asset hookup post load (and having to duplicate the assets). We create all of our bundles in script...
I was about to ask a similar question. I want reflections but see better performance if I disable deferred reflections under Graphics Settings...
We saw a big drop in quality switching to the post processing stack vs. the effects we were using (mostly from the Cinematic Effects package)....
I've just tested this in a test scene in a fresh project and it is indeed working as expected in both deferred and forward mode. The issue only...
I'm not doing much fancy with them. In this case they are just a convenient way to handle what would be an animated texture sheet. For a texture...
I'd like to chime in on this one. The extra UV stream seems like overkill if you have a lot of particles (plus, you'd then have to blend on your...
Thanks for the quick response and for looking into this. I'll revisit this and submit a bug and test scene if I can't resolve it. I didn't know...
I have just started working with 5.6.0b11 to try the new baked lighting modes. I have created just a simple scene with some cubes using the...
Great, thanks
Did you have any luck with this? We seem to be running into it as well. It isn't 100%, but it happens pretty frequently. The DrawRenderer calls...
That's interesting. Yeah, it's firing for me in the project asset view when I try to rename an object, and consuming the keypress, so I get no...
I added a MenuItem to an editor script with the hotkey shift-H (to match the show selection behavior of in Maya). It seems that this hotkey is...
Well, a simple test shader works. In case anyone else is looking, the obvious does seem to work: Shader: Shader "Unlit/ArrayTest" { SubShader...
And we're currently on 5.4.1p3
I can't find any samples or documentation to show the shader-side of the new Material.SetColorArray. I've tried the obvious: C#: Color []...
I'm having difficulty with the shadow precision of a directional light in a large scene. I'm working in deferred mode, but saw the same issue when...
That did the trick. I could have sworn I'd tried it before, but apparently not. Thanks.
Or how about a temporary hack? With careful probe placement, we've been able to mostly avoid these corrupt probes, but it's hit or miss. I'd like...
Great, thanks. Beats the way I was doing it. I forgot that the Final-IK setup already knew about the head. Everything is looking good now, thanks.
Yeah, I'll use Final-IK, thanks. I'm working on getting that integrated. With this setup, it seems that headParentXform does need to be exposed...