A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Turns out I'm an idiot. It was working, but I guess I accidentally changed the settings to make it a lot less noticeable.
I think you just make a texture named _CameraOpaqueTexture in Shader Graph and it automatically binds it.
Hi, I've got a game using the 2d renderer for URP. I have Bloom post-processing set up in this game, and it works fine in most cases. However,...
Np, glad you got it working! :)
I'm guessing it's because you're missing a conversion between screen coordinates and the player position. When you get the mouse coordinates from...
No idea, without more information on how you implemented it and what exactly you mean by “lag behind” (like a screenshot)
You'd have to make a custom shader for this where you get all the lights in the scene and light your sprites accordingly....
Maybe add a Debug.Log to see if your collider is colliding at all? Maybe the ground is missing the "ground" tag? Maybe the tag is spelled wrong?...
As you mention, the main difference is that CircleCastAll is only at a single point in time, whereas adding a collider component & doing...
It is possible but probably more work than doing it a different way. All that stuff can be done with Unity's tile maps. If you really wanted to...
> When i launch the game player prefs will not start working until i enter my options scene What do you mean by "not working"? PlayerPrefs are...
not that it really matters but Slay the Spire was built with libGDX, not Unity so they have a bit more control over exactly how stuff is rendered....
I think what you need to do is have another gameobject that is always updated to be at the midpoint position between the character and the mouse....
Hi, I've got URP set up with the post-processing stack that comes in the URP package. The only post-processing effect I'm using is the Bloom...
Nothing about it in the 2020.1 or 2020.2 release notes.
I feel like you have 2 options: 1. try to get that package working 2. try to get your custom approach working (with a render texture & such)...
Definitely seems like a Unity bug to me. Nothing about your workflow seems weird at all
Does this solve your problem? https://stackoverflow.com/questions/57680427/c-sharp-cant-find-a-unity-auto-generated-class
You guys should really contact whoever makes the VRChat plugin about these issues, as they're totally related to that plugin and not to Unity itself
I'm pretty sure I got it to work at runtime in the past. You just have to remove anything that uses a "UnityEditor" namespace, like this line at...