A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
I don't even bake it, so there is no logs. What I have done is using the tool provided by mesh baker to find and add objects (the tool that is...
No. It is a humanoid character objects with body parts are skinned meshes. Those parts share a same material.
Hi. How can I add out of bounds uvs objects to mesh baker? I have ticked the "Consider Mesh UVS" option but it still doesn't work. Thank you!
Hi. Can I use this to optimize particle system objects and how? Thank you!
Hi Phong. I'm using grid cluster to create mesh bakers for my objects in my scene. It works perfect most of the time, but I don't know why...
Hi. I've also created a simple project on Github for you if you want to see how the problem look like. You can pull the project from this link and...
Hi. To be more clearer. I'm building an endless running game and my scene is a procedural scene, which created by randomly pickup and instantiate...
Hi, Can your tool work with the technique posted by Joachim Ante in this link? And by the way, I have a question in the last page of that topic...
Yeah, I'm using Unity 5.5 and don't use Substance. So it doesn't work with Substance? I don't have plan to use Substance in the near future but...
Hi, I'm trying your free version and these are outputs I got when try to combine materials. The materials are also not combined well. [ATTACH]
I still don't really understand what you means. Let go into a specific case. So for example, if I have a wall A that is made up of 4 sub walls and...
Hi Phong. Thank you so much for the reference links. After reading them and adjust something in my scene (a really big testing scene), I can now...
Hi Phong. Can you please tell me more about this? How should I use mesh combination method to improve performance? I have bought several mesh...
It works but seems a bit strange in my case. In my case, I have a scene with some rooms, the rooms are prefab and light mapped, each room prefab...