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Thanks for taking care of it so quickly. Waiting for the 7.2!
Submitted a bug report: 1215713
I'm having some trouble with baking Directional Specular lightmaps in Unity5. There also seems to be some problem with legacy shaders in U5. [img]...
If it's a legacy animation clip you should only have an "Animation" component on your game object. Delete the "Animator" component and you should...
There's nothing to "fix". It's a simple, premade sphere mesh. Not an "infinite quality sphere" utility. Making higher resolution mesh yourself is...
The problem is solved with some workaround. Basically there's no way setting the StopTime at runtime, without using...
Ok, I've determined that calling AnimationClip.ClearCurves() resets the parameter in question. Deleting curves by hand in the animation window...
I've made a script to record some objects' behaviours to an AnimationClip. It uses AnimationClip.SetCurve(). All curves are equal in length and...
If the particles don't require more than one shader then you probably could put all the graphics in one column and use "Texture Sheet Animation"...
Instead of Camera.mainCamera.transform.forward use a cross product like this Vector3.Cross(Camera.mainCamera.transform.right, Vector3.Up) You'll...
It's a good practice to post some screenshots of graphical problems you're trying to solve. Right now I can only ask - are you using Unity Pro or...
You can animate the alpha channel only if a shader has a Color property. In the animation window you should look for a property with a similar...
When the car gets the OnTriggerEnter() message it can check the position of the other collider and make it its destination point to which it would...
My guess would be that GetComponent() returns a Component, not your desired Type. So you need to either convert it to your Type or use a generic...
Aside from the "Shadow Type" setting for the light the softness of the shadow is also controlled by the light settings in the Ligtmapping window....
Probably because they need to be pressed both at the exact same frame, which gives you a little over 16 miliseconds @ 60 FPS. What you want is...
Hi Steve. Free version of Unity does not support any kind of off-screen rendering. For that you would need the Pro version. Shadow maps are...
Alright, maybe the problem isn't with the mesh itself, but with the rest of the scene? Are you droping this mesh collider on other mesh colliders...
Perhaps the normals are oriented in the wrong direction? Try pushing this mesh to MeshFilter and see how it renders. Best regards, Peter.
Didn't see that one coming :D