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Hello. I have the same issue. And yes, I've made sure that the FirebaseApp.CheckAndFixDependenciesAsync() is called. Still, any call to any method...
Hello. I am maintaining my own public git repository under MIT license, with common helper classes that I am using in various projects. Would it...
I have found a placeholder solution that seems to work efficiently enough(so far). I created a CustomRenderer script that uses MeshRenderer and...
Hello. Did you learn something new about this problem? Would you care to share your experience?
Hey there. Yes, I still have it. I just haven't entered the store yet.
I usually write a custom projector that takes the screenspace depth and use that to project textures on complex geometry that I don't want to...
Hello. Does basemap work with microsplat terrain? The basemap distance for rendering doesn't seem to affect anything, yet in RenderDoc I can see...
Or, Imagine an ingame camera that renders into an ingame screen. Now you just want to do the same thing for the audio. Like Half-Life 2 does...
Hello zergling. Is there a chance you have figured this out?
Hello threre. I have created a random tiling shader. It takes a texture with uniform tiles (eg. 8x6 same-size tiles) and randomizes them over the...
Did you get any better solution by any chance? It's been a missing feature for so long...
What replacement should we use to load assets from files? Before, we'd use WWW with file:// protocol
OK I will try to explain again - using the controller alone (with all the layers) performs very well. The problem only happens (and that's the...
Sounds interesting, however I am not sure how it would make a difference, in case this is a general playables problem. Can you explain to me, why...
Animator stateMachines are cool, but don't provide solution for everything A simple thing would be to provide an animationClip from the outside...
Did you solve this by any chance?
Any solution yet? Would it be sufficient to destroy the original object, instantiate the prefab (at the same position and parent) and record that...
The discussion is very old, from before Unity 4, when disabling a GameObject would not mean its children get disabled too. That means programmers...
Still no proper crossfade?
Any luck?