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I imported my project into 2019.1 beta for testing, and found that both package and asset store FBX Exporters are broken. They both require...
Shadergraph shaders (default pbr) seem to get stripped of lighting/shadow functionality on LWRP 4.1.0+ on Android (tested on API 23) with opengl...
Hi ASE devs, I'm trying to get Lightmap Emission to work with LWRP and the ASE Lightweight PBR shader. So far I've tested the unity Lightweight...
Thanks for the reply, it's good to know that it's officially supported in the new beta! I managed to get it working in 2018.2 and SRP 3.0 by...
@Andrey_Graphics Thanks for the idea with the rendertexture. I managed to get something working with the new version of ASE on their website and...
Hi, I'm attempting to use the latest 'Grab Screen Color' node with LWRP. Unfortunately, it's giving me this error: undeclared identifier...
Great asset, I bought it just for the SSS shader on Amplify for the LWRP pipeline. I would really like some kind of refraction node that works in...
@bgolus Thanks for the helpful hints, I think I found SkinnerMesh.cs =>...
I'm fairly new to this pipeline and have spent all day researching and testing, but with little success. I'm looking for a detailed walkthrough of...
I found that the distribution of objects was skewed towards the center of the mesh since I was raycasting there and I really wanted a more uniform...
@StarManta @Hosnkobf So I decided to implement the easier collider option and I'm satisfied with the results, thanks for the help! For anyone...
I am trying to figure out the best way to procedurally attach a series of objects around the surface of a mesh at runtime. Each object should be...
I have exactly the same problem as Thomas plus a bunch of errors in the console everytime I interact with FBX Export Settings window like moving...
[IMG] [IMG] Here is my first published game, made with Unity. I have been playing games since the Nes 8-bit era, and it's amazing to finally...