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Just encountered this for the first time in 2019.4. I've been working in this project for two months without issue, until now.
Here's a basic FOV shader for URP based on the example shared by Martin:...
Having the same problem. any insights are appreciated. Thanks.
Here's a multipurpose state machine class based on the original post. It's intended to operate like a black box base class and run callback...
@rozgo Thanks for posting. This is a great foundation on which to build!
I agree in general, that this dll either be optional or moved to the data folder. For small projects, an extra 22MB seems excessive, especially...
Good catch. I suppose one could create some wrapper code for subscribing/unsubscribing to UnityEvents, which would allow tracing of both...
And here's an example of a zero arg callback which accepts an optional delay parameter (this was discussed previously in the thread):...
Here's a more surgical tracing option using a pass-through method. [System.Serializable] public class Send : UnityEvent {...
Thanks for this. I modified lines 55 and 57 to include the mesh instance ID. This solves the mesh data overwrite problem when combining multiple...
This is very useful. However, I'm getting errors with KeyCode enums. Anyone know how to fix?
Disabling DX9 fixed the Shader error in 'Standard (Specular setup)': Too many math instructions for SM2.0 (65 needed, max is 64). Try #pragma...
A few indispensable assets not mentioned in this thread: Unity Post Processing Stack - critical for visual quality and achieving specific art...
Not sure if you're still looking into this, but if you simply add unity_LODFade.x to itself and then clamp01, the crossfade more aggressively...
Huge thanks again for all this great info. I've got some planning to do!
Thanks all. Great info here and in the posted links! A couple follow-up questions: According to the latest usage stats, I should be targeting v...
@Carve_Online Thanks for the reply. I definitely intend to release the C#, but want to ensure that it is protected by an appropriate license....
All, I'm almost ready to publish my first asset store item, and wanted to get some feedback from the community. Comments are appreciated....
reflected the previous frame! cool trick. probably not really noticeable at high framerates... It would be nice if the Unity SSR provided this...
Rays can't trace partially transparent pixels? A hard limit I assume. Looks like alpha cutout works, but the billboards still face the camera,...