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@Gregoryl have you had a chance to look into this? I think I've seen you recommend in other places that ideally you just shouldn't be tracking...
@Gregoryl This example scene "Free Look Character" can be used to demonstrate the bug: Instead of the free look camera, setup a virtual camera...
@Gregoryl Can you upload your project where using Cinemachine + Rigidbody + Interpolation + Damping produces smooth rotations in camera?
Looking for the same functionality as Fog Attenuation Distance, but inverted. I need a near clip parameter so that a camera's view is not obscured...
To anyone running into this same problem, getting photoshop to save a file with an alpha channel when it is NOT a PSD is bizarrely deceptive. I've...
For some reason, I cannot get the smoothness channel of a mask map (the alpha channel) to have any sort've effect on the material. I have...
As far as I've come to understand, this is an inherent shortcoming with how transparency is dealt with. Transparent shaders don't write to the...
For some reason, when I export a model with blendshapes as an FBX, the value of the key is being set every Update() to the value it's exported at....
I found that disabling this option allowed the blend keys to have no attachment to the animation, but unchecking it also causes the rest of the...
I've been able to observe that it appears the blendshapes are being overridden by the animation somehow?
Getting same error in USA
Thank you for providing this code Daemonhahn - I finally broke down and emailed the creator of Toony Colors Pro who very helpfully explained how...
In testing with several different Toon/Cel Shaders, I am unable to get a point light to have distinct stepped lighting (uniform lit area, uniform...
Hm having trouble getting this to work in Unity 2017.3.1f1. My intention is to emulate toon style lighting (a crisp bright zone, a uniform fall...