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Hi Viktoria, I have updated to the latest version of the fbx exporter but it doesn't seem to resolve this issue. Is there an ETA on this fix? I...
Thanks @Mecanim-Dev - I just submitted a report with a repro project. Don't have a link to it yet but I'll post it here when it comes through....
Hi, I'm having some trouble with binding recursive transforms to a GameObjectRecorder. I'm trying to record the movements of a character, as well...
Quick update - I have managed to get quadrangulation working in Maya (it took some fiddling with settings) This makes probuilder and fbx exporter...
When this first happened I was using quite an old version of the exporter, 1.2.0b1. I tried the latest version on the asset store and then used...
Hey! I'm having a problem with the Probuilder > FBX Exporter workflow. I recently updated Probuilder to 4.0.4 and in doing so, whenever I export a...
Hello, I have an update on this, as well as a new problem. I tidied this instancing code up into a .cginc file that very closely follows the...
I finally managed to track this one down. It was happening when one of the Unity Objects in the objects list of the generators asset was null. I...
Also having trouble with 1.9.4. More serialization problems: IndexOutOfRangeException: Index was outside the bounds of the array....
Hello! We have a lot of skinned mesh clothing in our game. We've been using unity's own cloth (which is horrible to set up and looks rubbish), and...
I've just updated to 2018.3.0b9 and when I open the editor for the first time, I get this error: ArgumentException: Object of type...
You can add it manually, it's just one extra line of code. In Chunk.cs, after line 301, add terrain.drawInstanced = true; on a new line to force...
After much fiddling I actually did get it working. I eventually tracked down the code that unpacks the per-patch data in the TerrainLit shader to...
Hello, I'm looking for some pointers on how to add instancing to my custom terrain shader. It was built a while ago, before the SRP was...
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That sounds perfect! How do I join? Also, will a MM1 graph work in MM2?
I would love to be able to do a 5000 units per chunk low res version of my map, to be used for rendering very far away terrain at a low detail...
I tracked the problem down and it wasn't to do with pooling. I wasn't being careful enough about waiting until a chunk is loaded before removing...
I needed more control over the streaming than the Generate Infinite Terrain toggle gave me, so I've left it false and I'm streaming new chunks...
Thanks, I'll take a look into that. When does the rendering of the base map texture actually happen? I was hoping I could do it in the editor to...