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This is still an issue. I don't know if I can ignore it, or if this is preventing me access to the test.
I have all the courses done and attempted to rewatch a single video several times. The problem is every time you get to the end it freezes. I am...
Sorry that my sentences were so incoherent for everyone. I went through everything and fixed it. Again sorry for the inconvenience!
Also when I press play mode I get an error as well. NullReferenceException: Object reference not set to an instance of an object...
I have been getting an error in unity and I think it is do to Probuilder. Do I have to just ignore it or is there some way to fix it?...
Sorry I realize the problem now. i was too reliant on coupling everything. At the beginning of the project I didn't understand decoupling. Now...
Since im using unity and trying to follow single responsibility principle. I have a issue where I have several scripts. Since I put these scripts...
How do you do what odinserlization does by making a attribute then turning the field into a certain class wrapper like dictionaries and hashsets;
I managed to do just by saving the value of the key temporarily then loading it back in after
I made my own script to prevent the keys from being removed and I don't have to worry about the edit part because it's a enum. Although anyone can...
How do I make a key uneditable?
Alright I'll see what I can do I just seem to have trouble making lighting shaders I always get some weird artifact
I finally was able to do it but nothing has changed I'm still getting a distorydis on the lighting of the object depending on how I view it
Thanks! I didn't realize that.
Shader "Custom/CartoonWithRimLighting" { Properties { _ColorOfObject("Color", Color) = (1,1,1,1) _Texture("Albedo",2D) =...
I have a distorted curve depending on where the camera is facing the sphere. (Code will soon follow)[ATTACH] [ATTACH]
Can I now found out you are right there is no way to do it other than use pass. That I can use the includes only between cg program and endcg....
So I've found out you just have to write the passes in a cginc file in order to explicitly add them to the shader. Since the code in the compiler...
Can I atleast name a standard shader pass somehow? Maybe even put the passes just in a cginc file instead so I don't duplicate code
How do I include a shader without explicitly naming the passes? Shader "Custom/NewSurfaceShader" { Properties { _Color ("Color",...