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Maybe this is related to the upgrade from physX 3.3 to 3.4 that occured in Unity 2018.3? I jumped from 2018.2 to 2019.1, so it's possible the...
And it seems like the kinematic rigidbody does know that its collider belongs at its localposition&rotation, too. When i turn the gameobject on...
It's always worked before with kinematic rigidbodies - a kinematic rigidbody should just maintain its localPosition at all times, right? I...
Yep, i think i've seen this rule as well. My child rigidbodies are strictly kinematic and are mainly there to direct collision events between...
I tried using Physics.SyncTransforms() in LateUpdate() to see if maybe the checkbox just wasn't doing anything, but the collider is still not...
I do have Auto Sync Transforms on! This does seem like exactly what this checkbox is for haha
I'm definitely having the same issue as the first post. This issue was definitely not present for the same project and scene in 2018.2, but after...
Any solution for the shadows? I still haven't found a feature that matches the old addshadow keyword. Seems pretty important to me. *shakes fist...
fresnel doesn't exactly make edges glow - it makes pixels brighter when viewed at a glancing angle The smooth edge glow as seen in the sphere in...
Thank you!
transparent objects don't write to depth, and so can't use depth to sort themselves when rendered. instead, they are sorted based on how close...
Just in case anybody else is looking for this functionality in the future, I found having a second virtual cam match up nicely with the freelook...
So I'm playing with reflection rendertextures for a lake scene, and running into a strange issue of the the skybox warping in the reflection, but...
Did this ever get solved? I am having the same issue now.
You'll want to rotate the object around the axes relative to the camera, rather than the world or the object....
You're going to be very limited in what you can make if you only have a Go. Personally, all of the exciting VR projects involve immersive...
If by forward you mean the likely direction of the torso, you probably can't get a reliable vector, since for most arrangements of hands/head...
I've had it return frequently even after restarting, but after four or five restarts i haven't seen it in a little while. Glad to know i'm not...
Why is it that fog is computed per-object in forward and only as an image-effect in deffered, anyway? What limitations or advantages led per...
I'm new to probuilder, but I'm pretty sure this is broken - When I have any object selected, my Handle/transform widget is stuck at the world...