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I haven't tried overriding repaint yet but there's every chance that that will work fine and you can use Graphics.DrawMeshNow or something along...
The solution is to switch industries to post production - then if you have bugs they'll be falling over their feet to fix it for you :)
Oh my god!!!!!!! This is so frustrating! I just want to make my damn thing selectable! I have tired DrawMeshNow, I've tried doing a ray cast to a...
Currently I'm calling it in OnDrawGizmos as that's where I'm doing my test for clickable gizmos I'm drawing, but it's not working.
Look what I found!!! http://answers.unity3d.com/questions/124286/how-to-pick-ondrawgizmos-gizmo.html Gonna try something like this.
DrawMeshNow isn't making my drawn polygons clickable. Is there some secret to doing it?
We would like to bake our light maps with our tessellation shaders set to full tessellation. It doesn't seem like tessellation is enabled for...
Ohh. Ah. Thanks! And does that make the mesh clickable? So probably using DrawMesh adds the draw call to a queue that gets drawn outside the...
I'm trying to draw an editor gizmo for a procedurally generated asset and have it clickable. I thought the only way to do this was to draw meshes...
Nice, I'll look it up, thanks!
I have an object made from sections that are drawn using DrawInstanced, with identical matrices. These instances are offset in a vertex shader by...
Wait! Stop! #ifdef SHADER_API_D3D11 uniform StructuredBuffer<float3> _KelpPositions : register(t1); // this actually works after all!...
Hey all. I have a compute shader writing values into a compute buffer. They're just positions. I then want to use those positions in the vertex...
Mystifying that these bugs/UX howlers are still around. After all this time.
Anyone know how to do this? It all seems pretty buried. As far as I can tell, it's either gonna be the WindZone setting some global shader...
Yeah that might do it. In the end we created a script to make a camera match the scene view camera's parameters, and updated it whenever the scene...
Also, shouldn't the image effect work when you are using "Shaded wireframe" mode in the Scene View? It doesn't.
Unity 5.5.0f3. I have an image effect that calculated fog based on distance. The shader does *not* calculate fog using linear depth, it uses...
This turned out to be due to Time.deltaTime being 0 while the VR menu is being shown. Never divide by raw time deltas folks!
We have unity 5.5.0f3, a network cache server, and git running on Assembla. Earlier today I went back to an earlier commit in the repo to check...