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Reviving this thread folks. I'm not sure to follow you here, but I thought Unity was single core focused. I wonder if buying high end CPU (i9,...
Hey, I know it's been two years now... but have you found a solution? Thanks.
I’m trying to generate a mesh to display connected segments representing street lines in a mini map. I have problem with vertex orientation that...
Hi, I'm trying to generate and display lines as meshes. I have a problem with oriented lines. [ATTACH] On this example, three lines are...
I finally went with the mesh generation: I generate a line for every street. Also, I use a dedicated Unity Scene with custom editor scripts in...
Hi there, I'm working on a small Editor plugin that handles very large navigation graphs (composed of more than ten thousands of nodes). I need...
Hi digitalerr0r, Thanks for this post, it's very interesting. However I wonder about the portability of your plugin. Can you confirm that what...
Hey @Jribeira have you found a solution to your problem? It seems that the same is happening to me.
Thanks a lot for your help... but... there is a problem here. [IMG] As you can see, there is a clear problem on game view :) Any idea? I just...
This is my post-processing shader : http://pastie.org/private/kiwufaizaii1fcyj6f47a And my GUI elements use the default sprite shader.
Ho that's nice! About what you suggested earlier (solid black + alpha 0)... what about semi-transparent pixels? In my overlay I use semi...
Ok so you suggest that Camera2 renders to a Render Texture. This texture will be used with a material using my grayscale shader. But what should I...
The second camera is directly used as a camera... I'm not using a render texture... Should I?
Hi, I want to apply a post processing effect to a Camera with a culling mask set as Depth only. My configuration is : Camera 1: renders the...
Hey Daniel, thanks for your answer. I'm going to contact support to be sure that Multiple Materials not accessible in the Editor is a bug (by the...
Hi there, I'm kind of new to the mighty world of shaders so please excuse the naiveness of this topic. I'm in the context of a pixel art game...
Ok I think particle was not the good example to choose. My question was more about the best choice between having hundreds of 1x1 quads displayed...
Well ok it works with Unity particle system (is there a way to force particle emitted with Unity particle system to be pixel perfect? - it's maybe...
Hi, This is surely a dumb question but I always wondered what would be the best optimized option in a pixel art context. About, let say, a...
Hi, I'm working in a team where one of our game designer can't have access to Unity. The development is data-driven oriented thanks to several...