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Ah, ok, that makes more sense, my mistake. It could be bad Radeon drivers too, they have somewhat of a reputation for not properly implementing...
Alpha of diffuse: Hmm. I had just dragged the Albedo jeans texture into the Additional Parameters->Alpha Mask slot for the FemaleJeans02 Overlay...
Changing to use sRGB colorspace for the Normal render texture seems to work for me. In TextureProcessPROCoroutine.cs around line 98:...
Ok, another clue. Masking doesn't appear to work or I don't know how to use it. But by making a new default 2018.3 project and comparing it to my...
Ok, I've looked at it more than I want to and I think the 'pink' is ok because it's just using the packed normal map format (uses (1, G, 1, R)...
Thanks Jaimi. Note this fixes the weirdness/shifting at runtime but the generated textures are still pink and in my scene they light weird (which...
Ok, I think I found and fixed the issue (in my copy, not on github). The UMA_Diffuse_Normal_Metallic UMA material (and others in that folder) has...
It's something to do with the auto-generated normal map for the UMA for the UMA_Mat_Diffuse_Normal_Metallic shader. Looks wrong visually, maybe...
I've been trying to switch to Unity 2018.3.0f2 using the latest RC on github...
Nevermind. I must have somehow messed up the project. A fresh setup of everything is working. Sorry for the confusion.
Ran into another issue I'm hoping someone has seen before. I'm trying to use the Invector Third Person Controller - Basic Locomotion Free with UMA...
Horribly inefficient but this does work (baking the mesh and getting the bounds of it) so I'll see if I can limit recalculating it to when the...
Thanks Jaimi but that doesn't seem to work. Telling UMAAvatarBase.umaData.GetRenderer(0).sharedMesh to RecalculateBounds doesn't seem to do...
Really new to UMA so I apologize if this is a stupid question or if I'm doing something wrong. I am trying to write a script to auto-resize a...
I also notice this and wish there was a better option. Ideally they should be storing the final hashes and formats in the generated files in the...