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In the game I'm working on, you have a sort of an in game computer. Initially I wanted to only have a shell prompt, so I repurposed a fully...
Hello @JoeStrout , Any chance to include the Mini Micro with the asset ? Is it the same as the command line for Linux/mac ?
Hello @JoeStrout , that's really some great news. Regarding the in-game code editor, what features can we expect it to have ? And when do you plan...
I spend a couple of weeks on writing one for my game. It's no easy task but I am getting there. What I have so far is a code editor with the...
Yes. I agree with you 100% on this point. I was talking from my point of view and forgot who the end user is... I think that having fewer options...
No I noticed the while loop; I was talking about the: do { Statement/s } while(condition); Which ensures that the block will run at least once....
Hello @JoeStrout , While playing with MiniScript, I noticed there is no implementation of a do while block. There is a repeat keyword but no...
Wonderful, Looks like I am sold :D...
Hello @JoeStrout , I am interested in adding a scripting engine to the game I am working on, and came across your asset. I also found another...
Hey @Amplify_RnD_Rick , I noticed Unity have new shaders available in HDRP (I am mostly interested in the fabric ones), will they have templates...
Hello Oliver, To combine channels you can use the "append" node (in your case you are multiplying the pixels in the alpha channel with the pixels...
Thank you for the prompt reply. Yes I thought so since it is in Unity's UnityCG.cginc.
Hello @Amplify_RnD_Rick , Was the Parallax Offset node fixed for the HDRP ? Thanks in advance
Yes, thank you, I already noticed that. However, since I am building a sking shader I need the SSS, and the specular. One final thought though, I...
Hello @Amplify_Borba , I am currently building shaders for the HDRP using the SSS as material type. However, I noticed that the specular input is...
If you have access to any 3D Design/Editing software (3ds Max, Maya, Blender, etc.) You can export the base mesh while locking the desired morph...
@hopeful well I guess only the author has the answer. Signing for a full time job and suddenly deprecating all your assets isn't the right move...
@hopeful , it's a damn shame really. If @andrii-shpak can't continue with the project, the best recourse would be to open source it. This is the...
You are right in here, what I was thinking about when I wrote my comment was controlling the state with normalizedtime and a weight. The same goes...
@AcidArrow and @angrypenguin, thanks for your input. To clarify, yes I am using playables with the animator (so it's all mecanim, no legacy stuff)...