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A generic way of doing it (assuming both transform don't need to have opposite direction, like in your example) public static void...
Hello, Some of our players have really rare crashes on Meta Quest VR Headset. We are unable to reproduce. It happen when Loading a rigged mesh...
Our game looks totally different when switching from gamma to linear. Does anyone already experienced converting assets from gamma to linear ?...
Very nice work villevli ! I encountered this problem lately, unability to nest IEnumerator without having them to "yield frames". Instead of...
Thank you for the answer ! I didn't know about this Graphics.DrawMeshProcedural. We are stuck on 2018.3.7 unfortunately. We would like to draw a...
Thank you ! I couldn't find a clear answer anywhere. I modified the shader in the end. I share code here for people who want to do the same and...
Hey, Is it possible to provide transforms (like unity_ObjectToWorld) via DrawMeshInstancedIndirect in the buffer with no need to make a custom...
In the former UI system, all the input typed in an input text field were ignore, it was a really handy behavior. Too bad this doesn't came out...
Does anyone made Unity 5 to work with GPU PerfStudio ? I manage to make it work with several games, but not with my Unity builds. (32bits build,...
Hi Niklas, thanks you a lot for your tool ! It's really useful ! Thank you for sharing this for free ! Your plugin doesn't seem to survive Unity...
Did you find a solution in the end ? I need to force shadowcollector pass in my transparent shaders. (Fur shader) But the only solution i found so...
FindObjectsOfType let you collect all scene objects doesn't it ? If you afraid of performance cost, you could convert it to a HashSet to get quick...
I start to type that I had the same problem, but you actually resolved mine : I thought uv1 communicates with texcoord1, but actually uv2 does. It...
I'm currently using a shader from another thread (http://answers.unity3d.com/questions/180298/how-do-i-sample-a-shadowmap-in-a-custom-shader.html)...
I noticed the framerate drop is quite lower at "normal" (60fps) rate. As it takes a fixed amount of time per frame (1.5ms) on my computer, 3ms on...
Hello there, I'm having the same issue : half the FPS drops (1000fps to 450fps) 10 seconds after MasterServer.RegisterHost() function is called....
Eric, I've just make some experiences with 2 rigidbodies, starting both with a velocity of 1. function Start () { rigidbody.velocity =...
Hello, Sorry for the late answer. I'm also currently searching for more details about Rigidbody's "drag". It seems this "drag" in Unity is taking...
I noticed a big performance loss in my scene. I searched a bit to finally find out it happens when mixing different light type (directionnal,...