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Have you found any answer to this?
Here, this should do the job. public static float ClampAngle(float current, float min, float max) { float dtAngle = Mathf.Abs(((min - max)...
You can calculate it. https://forum.unity.com/threads/how-lod-group-component-works-internaly-i-want-to-optimize-it.522353/#post-6603079
Basically, changes disable/enables meshes based on screen space value. Here is a way to calculate the height value Vector3 rendererBoundsSize =...
I have found a solution. It's a Unity issue and they provide a solution around this. (Took me a while to find the solution) ---What is the...
Is there any update to this? I am having same exact issue. [ATTACH]
I have the same issue. I believe its related with terrain.
I am trying to make a system that allows me to do raycasting in ANOTHER Thread, so I will able to do tons of raycast without impacting game...
Hey, I found a solution to this I had +3000 objects to save, and I realized 'AssetDatabase.CreateAsset' is Pretty Slow, so I did like this....
Hi, I am trying to create a shader does not render specific vertex Index's, I will put a uint[] in the shader and set them as 0 or 1. So how can...
float fps = 1f/Time.deltaTime; XD