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happened with me, restarted the unityhub which gives me a critical error. even after deleting the appdata roaming folder and reinstalling it. I...
@MelvMay the most unhelpful response I've ever read on here to date, and that is quite the achievement. Congrats! Had the same issue. For me it...
still happening in 2021.3.15f1
Sorry to necro this thread. Did you get anywhere converting the shader to URP?
Except that it is not working
So I use Lux URP/Glass with zwrite on and write to Transparent 3000 I then use Lux URP?Projection/Decal Unlit with render queue 4000...
Hello, I am trying to get the decals from this package to show up on transparent materials. Is this possible, and if so, could there be a step I...
sorry to necro this post, did you ever get a custom node to work?
I am having these same issues. Haven't found a solution as of yet
after updating my project to unity 2020.2f1 and the latest version of mirror I am facing the same errors
Did either of you find a good solution for this? I'd like to use a tilemap render mask to do an xray style effect where the players outline shows...
Any progress in this area? Is there any way I can be of assistance, maybe send you an example project?
No worries. You reply at least :), thanks! Will unity let me know there is an updated version of an asset packet or do I need to keep an eye out...
What I ended up doing is adding a script to the prefab object that makes it aware of its x/y position so it can fetch it's own tile from the tilemap.
Any possibility of this working with a "hollow" obstacle? I'm using the new Tilemap feature in unity for my level. This auto generates a composite...
I'm wondering, what would be the other way around. I.E. fetching the gameObject based on tile. Since tilemap.GetTile() gives you a TileBase object...
Updating to the latest version of unity fixed the error message for me
Let me first explain the situation. I have a scriptable tile (based on the ruletile from unity's own tile examples) Now I need access to that...
When using a prefab assignment like the above script I run into the following error when I try to build: Anybody else that has run into this...
Our solution in the end was to remove all meshes and fill each room with box colliders. Because the rooms are not cube shapes this was not the...