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We're having this bug too since upgrading to 2022.3.6f1. We're also thinking it's related to arrays
Yes, with a hack that enables me to run managed code with unity's job system. Bear in mind that all the safeguards that unity implemented to avoid...
Sorry I just saw your message. I have a custom light component that registers itself into a general list. That list then builds a commandbuffer...
No, not at all. The only way I'm thinking one could achieve this would be to increment the value written by the lights to the stencil buffer and...
Well, it ended up braindead easy. While it is documented that the UnityEngine.Font constructor takes the name of an OS installed font, reading the...
Hi, I'm trying to add community based localization to narrative games from a client. In many cases users would need to add nice fonts that match...
Wow, I tried many things but nothing so simple haha! Thank you, it works!
Yes, that's what I also thought initially but surprisingly it doesn't work. This is a post process shader ran from a commandbuffer in...
Hello, The deferred fog, in our implementation, is currently a full screen quad pass that blends with the skybox for nice effects. But on most...
Well, I ended up replacing the default deferred shader with one that does all 3 lights when _LightColor is (0,0,0) x)
Hello, I have a scene with 3 directional lights with only one having a shadow map. Context: it's a scene in space so you don't see much with just...
Indeed, having the animation never go completely to a scale of (0, 0, 1) but rather a small value like (0.01, 0.01, 1) seems to fix the issue. Thanks.
That async shader compilation setting is only for the editor right? My problem also happens in builds of the game so I don't think that's it. I'm...
Hello, I'm using TMPro 2.0.1 with Unity 2019.3 and I noticed a small glitch of just one frame where the texture appears to be fully white or...
Thanks for the details. It sounds nice for multiplayer but it maybe a little too high level still. In my case I have a single player game and I...
I've been trying to use PlayerInput or InputUser directly, but I find it rather difficult to control which system user is assigned to which...
In my case, it doesn't seem to pick the first one that matches, it picks all of them. Which means I get inputs triggered twice when I press a button.
A priority system would be better as it would avoid re-doing all the inputs when there is only one that changes. I'm going to try that in the...
Hello, While on PS4 and Xbox, the button to validate menus is Cross or A (south button), on the Switch it's the A button (East!). Is there some...
The advantage of the stencil method is that it doesn't even run the pixel shader for pixels that won't be lit because the sphere of the light...