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Hello! The computation is done per vertex and then interpolated per pixel, so a higher polycount will produce better results. Regards, Francesco
Hello! Unfortunately Total Baker can only bake on UV1, and only per object. Francesco
A little hint for URP users: if you use a Post Process Volume and while FSR is active you don't see some of the effects you you have added to...
Hello! I'm experimenting your solution and it works fine so far (URP, Unity 2022.2.13). Great job! ;) I'm trying to integrate FSR2 into my...
The example solves the problem perfectly. I'll definetly buy your system from the Asset Store. Thank you! Francesco
It's not really possible for me to make those CADs printable (or without front inner faces) as you suggested because of the complexity of the...
Thanks for the reply! I actually made those redundant front faces intentionally, just to show the problem. I am working with complex meshes (3M...
Hello! I'm using this solution for URP: https://github.com/Dandarawy/UnityCrossSectionShaderGraph It works quite well in general but there's a...
Thank you! This workaround was the only one that worked in my case. I hope Unity fixes this in the near future... Meanwhile, I'll submit a bug...
Hello, probably I'm a bit late to propose a solution for 2022.1+, but here it is: In the KawaseBlur.cs script change the AddRenderPasses() call...
Hi, there's no way to attach files in the form. Could you please send me your email address? Thanks, F.
Hello, I'm having trouble importing correct physic camera options from FBX. Here's the camera settings which have been imported by Unity Editor...
If a FBX file happens to contain a single mesh, the function you're looking for makes sense. But in general, FBX files can contain multiple (even...
Why don't you simply disable the generated GameObject right after loading, retrieve the mesh in its MeshFilter and assign it to your object?
Hello, Total Baker does not support baking while inside HDRP, but it can be used to produce maps that can be used in HDRP (even Bent Normals and...
Hello! I'm currently working on some improvements to the URP workflow, some of your feedbacks have been incredibly useful! Also, I'm bringing...
Oh Yes! I had to use Custom Frame Settings and enable Transparent SSR there. Alternatively, I could enable transparent SSR in the Default Frame...
Thanks for your reply! I actually already have those options turned on and i get no reflections on water... I can confirm that SSR work fine on...
Hello! I'm experimenting the Water System with 2022.2.0 alpha 13. Everything works fine except for reflections. The cloud layer is correctly...
Little update on the package manager error... It seems to be fixed now! Cheers, Francesco