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Does anyone have a JSON serializer/desirializer that works with the flash export of unity yet? I've modified some of the Convert errors in...
Hi Lucas. Is MiniJSON working with the flash exporter yet?
Is it possible to trigger a shader compile via code so that the compiled assembly code appears in "/Temp/Compiled-<shader-filename>.shader"? This...
I'm biting the bullet and going down to assembly. From what I'm seeing the problem is the compiler messes up the assignments and ends up...
The unity color correction shader is basically implementing this code but in the source for the unity shader it mentions that it doesn't compile...
I've messed about with matting shaders before. The video + mask video route goes too slowly since theres two video files playing, might depend on...
I'm trying to write an input recording system for testing purposes but I'm getting very frustrated with my replays not coming out the same every...
Is there a way to get a list of all the axis and button names that are defined in the input manager?
This is a related question to my earlier ones. Is there a way to get keyboard input from an editor script? I have a custom inspector script where...
You have to find your lift coefficient and drag force to find out how much force to apply to your wings. If you're comfortable trying to read a...
As a follow up and a bump, is there also a way to hide the default gizmos in the transform/rotate mode?
Oh damn. Must be really tired to have not spotted that. Thanks.
I'm trying to use Handles.RotationHandle in a C# editor script but I'm getting the following error:...
Is there a way to get the current tool mode from an editor script? I'd also like to get the tool handle mode (global/local) and position...
Thanks for pointing me in the right direction. To make the lighting look close to unity's default shaders I had to do a 2x multiply so I used...
I'm writing a CG shader to do texture blending using the vertex colours of the mesh. My shader works fine with pixel lights but I'm having trouble...
Use the MouseLook and FPSWalker scripts that come in the standard package.
Add the following to the shader. Properties { ... _Lightmap ("Lightmap (RGB)", 2D) = "lightmap" { LightmapMode } ... } To the vertex...
I recently delved into this, the shader code there could help you. 1. I'm not quite sure whats happening there but if I remember my tests...