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Everything can help, thanks for the info. I was wondering if it was a narrow perspective or an orthographic projection myself. How did you...
A post processing script that lowers the rendering resolution of the camera seems to be the easiest, i just added the [ImageEffectOpaque]...
I have found no way to make it work with the 2 camera setup: - 3D Camera, Solid Color, Depth = 0, Culling Mask = Everything except Sprites,...
This is Sonic Battle from GBA: [MEDIA] I find very charming the overall low resolution of the game, the 3D elements blend very well with the 2D...
Oxeren how i should go with your second idea? I'm noticing lack of info about extending these post process effects more than their basic...
I recently started using a post processing Edge Detection filter but i would also like to use Unity's built-in FOG. Right now FOG seems to be...
Setup (UnityEvents): [ATTACH] public void OnRotationInputBegan (CallbackContext _context) { Vector2 _rotationInput =...
Amazing bgolus, thanks! These techniques are interesting to toy with. Will take a look on Cubemaps aswell. Yep, in the video showing the...
I have found shaders over the internet about Lit Spheres or MatCaps, they work well. Yet in the article below, an approach that makes the MatCap...
I think i'm in that worse case scenario. I'm using _CameraOpaqueTexture for water refraction. So i have 3D water, waves, refraction... and 2D...
Just upgraded my project from 2017 (LTS) to 2018 (LTS) newest versions. Installing the SBP version 1.8.4 (newest) via Package Manager gives the...
How you rotate a RectTransform towards a direction (clockwise, counterclockwise) at a certain speed that will be reduced to 0? Does someone know...
That's the interesting part PraetorBlue: private float angularVelocity; private Quaternion lastFrameRotation; public void OnPointerDown...
Think of a wheel of fortune. I need: Make the wheel "look at" to the drag position, like if the player was pulling the wheel (achieved)...
It's possible to get the same result i would get with a Dot product of two colors in the same shader, but instead with the resulting colors of two...
Seems i'm getting closer with a two pass mask shader, i thought this should work: Pass { Cull Off ColorMask 0...
[ATTACH] What i want is the Cube to occlude the mask that is overlapping. As the cube is closer to camera. So I'm missing either a way to "clear...
I'm unable to find info about this. Unity seems to allow to create Animation Clips with every Mesh | Action combination even if in Blender my...
I'm having to ask for help at this point. When my camera is aligned with the axes is just as simple as defining values where it can't go further...