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Thanks, all. That confirms what I had assumed/hoped (it isn't the sort of thing you can comprehensively test for). I am working out of Start() and...
Is this true even for scripts started on child objects? It doesn't seem reasonable that a child object can be instantiated before its parent, or...
In my system, I am using a script located on a gameobject located somewhere down in the heirarchy to find the unique ID of an object at a higher...
Thanks Jaimi, we'll give that a go! UMA is great, by the way, thanks for your efforts. Peter
Hi, we are having lots of fun with UMA. Typically, all assets are merged into a single mesh which is great for most things but is there a way to...
And just to keep the story up to date, now simply use: [ColorUsage(true, true)]
maybe disable your colliders until you have got your rigidbody?
I want to get the texture from a material already assigned to _rend1 and pass it to an override material via _rend2. I can do it by accessing the...
Here's some more information on this problem. I have switched to OGL just in case vulkan causes problems but still get the same problems. I...
Hi, I'm trying to run my build remotely with X11 forwarding turned on. I have checked to see if x11 works (by running a built in app) and it does....
Well, after poking around in the dark for a while it seems the right advice is "don't use HDRP on 2018.4 because it is completely broken"
@Julien_Unity @SebLagarde Any suggestions on this?
Hi all, I am new to using SRP and I am having trouble making progress on this. I have succesfully cretaed my own SRP and accessed it from the...
I am very new to SRP/HDRP and am struggling to make sense of it. I need this same replacement shader equivalent but I am not even at the stage of...
So, yes it turns out there is indeed another conversion I needed to be doing. I have my camera set to allow HDR, which affects the format of the...
Update: I am getting the same thing if I use this: var buffer = req.request.GetData<Color32>(); var tex = new...
Hi, I'm capturing my screen using AsyncGPUReadback.Request from the OnRenderImage callback, as proposed in various bits of documentation I have...
I really hope someone can help me here because this is driving me crazy. I have a quite a large world consisting of lots of scenes all loaded at...
I need 32 bits and depth buffers are not always that deep.
I mean a byte array that gives me back the exact same data in the same order that I put into it in the shader. You'll see in my first example that...