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Hi there, I'm using spline mesh to dynamically create a pipe behind a drill the player controls. This is what it's doing: [ATTACH] So far...
Whoo! Glad you got it working! :)
Apologies, I think I'm confused because the unity doc doesn't seem to match what's going on in my game. I used...
It's all available in engine and can be changed during the runtime. I recently added it to my game ( see...
Hello! I get the warning "Rewired: Only one Rewired Input Manager may exist in a scene. This additional Rewired Input Manager game object will be...
This is with post processing v2 using a stylistic fog and a few effects: [ATTACH]
I did just that, actually.
Fog Update: Upgrading from the old post processing stack to post processing v2 has made a big improvement.
Hope you're feeling better soon! Fog is pretty much the last of my issues. Since my game has a huge map and you can be flying pretty high, I do...
Yeah that happens with me by default. You can reduce the temporal reprojection or disable occlusion culling I think.
Hey, so I was trying out the LOD system and I think the problem is that the mesh colliders for both LOD0 and LOD1 are always active. So when you...
Hi, A couple of questions: 1) Is there any way to colour the fog without making it lighter? By default it's a dirty grey. How could I simulate...
Thanks! I checked the documentation, but is there any descriptions of what reprojection does? I'm guess occlusion culling tries to figure out...
It looks nice paused though: [ATTACH]
Hey there! So I picked up Aura 2 and am testing it, but I'm getting a really weird ghosting / afterimage going on that wasn't in Aura 1, or at...
That was totally the problem, I had a rotation on the object that I didn't on the other. Also, when making a build, I get this error: [ATTACH]...
Having another weird issue... on some splines (like first image), they look fine, on others (second image), they're rotated wrong and don't follow...
Cool! Glad to help. :)
Hey, I think I fixed the weird nodes showing up, check this out in SplineEditor.cs but I'm not sure if that breaks anything else, so, yeah,...
I think you might need to check if the interaction point are in the camera's view, only then draw them... I think they're flipped artifact maybe?...