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How big are your lightmaps? How sharp do your shadows and details need to be? First thing I'd do is to make the lightmaps as big as necessary, but...
My guess would be that Unity doesn't adjust the initially created lightmap UVs when scaling an object. So what you are seeing is simply lack of...
Is the veranda roof set to static? Does your light have some kind of radius or soft (area) shadows that might clip through the veranda roof? Do...
And thanks again for your answer! API means this is accessible for programmers but not in the GUI? Will I be able to change, exchange, lock and...
Just coming across this again right now. Please let me add that "artist friendly" doesn't mean simpler, dumbed down, beginner friendly or...
Thanks!
Thanks! Any plans on making this freely editable for artists? (I realize it's a potential error source, but I always prefer freedom in such cases.)
Hi, See title. How can I adjust these settings and assign for example earlier baked lightmaps to objects once they are baked? I/T/O are listed...
Thanks, and thanks a lot for passing it on! To be fair, though, it was j.baeza who found it first.
Best way I found is to export the fbx from Max with normals, tangents and binormals and bake in substance designer with the Unity presets (but no...
There is no correct or false, here, at least for the setting I know about. That all depends on what you want to do. For each of those check boxes...
Looks like bad lightmap UVs. The spiral element turns up quite a few times, could be the robot head and arm.
Nice! (The test, not the broken implementation. ;) ) For some reason I hadn't even tested legacy deferred this time.
Quite frankly I have no idea what's happening, here. Especially when it comes to builds for specific platforms, my knowledge ends. Here's what I...
Basically, yes. You can either add more geometry around areas where the surface curves, which means also adding e.g. a loop around the hollow of...
Just to avoid any confusion: UV2 is reserved for realtime GI, not "normal" baked lightmaps. Those always use UV1 as far as I'm aware. The only...
I think UV2 is reserved for realtime GI. UV1 is for traditional lightmaps. You can tell Unity to create UV1 at import or use your own and UV2...
Are you sure that's the outside light? Looks pretty flat to me. Like some self-illumination, ambient, or perhaps gamma problem. Maybe lightprobes...
You can set padding for the lightmap UVs when importing meshes and between objects on a lightmap in the baked GI settings in the lightmapping...
No problem! Now the bouncelight seems to be completely gone? Maybe a compromise? You could also try to set some padding for your lightmap uv's...