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This contradicts Unity's own public statement: https://blog.unity.com/community/updated-terms-of-service-and-commitment-to-being-an-open-platform
Based on previous communication by Unity, developers are bound by the TOS of the major version they're using. I would like to know which version...
Bye.
Hi, We're setting up a new server for our developers to work from remotely. Currently, we have a machine running a single Windows install and...
Great, I will check it out. Thanks!
Hi @guavaman, we're supporting Sony DualShock controllers in Japanese regions where the X/O are inverted. Just wondering if there is a quick way...
Hi everyone, I have a quick question about the best place to read and write user files for our game: We're currently using...
Hey @guavaman, I've recently integrated Rewired into our project and like it a lot. I'm just finishing up our input mapping screen and hit a snag...
Hey everyone, I couldn't find much info on a blur effect for the new stack so I've converted the old 'Blur (Optimized)' image effect over to work...
Agreed! Any news on the persistent feature @zeroyao?
I haven't had a chance to play around with the latest build yet, but might it have something to do with the depth buffer being inverted in the new...
Awesome, thanks. I've gone with the txt files and it does the job fine. Glad it wasn't just me!
Hi, We're using git for our version control and we've noticed that when switching between branches Unity will remove some empty folders and...
If you use normal gameobjects with a renderer component using your custom surface shader with instancing support then those objects will be...
Fantastic!
Hey @zeroyao, did this ever make it into the new betas? I've been scouring patch notes but haven't had a chance to dl the latest and try.
I noticed this today as well as after upgrading to b6.
Much appreciated!
Yep, doing a similar thing here except we cache the reflected method in a helper utility to save a bit of performance :) @zeroyao Could we...
Not sure if this is still a problem but just wanted to add that clamping the fog value used for the alpha fixed the issue for us. fog =...