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Is there any update of this ? I can't make MSAA work in VR at all but it works without with the same setup: Unity 2020.1.17 URP 8.3.1 SteamVR...
Hello everyone, I'm trying to solve a crash in my game and I'm posting here after many weeks trying to solve it. It's a VR multiplayer (Unet)...
Wait, does it mean it will change the way we write shader on Unity when we want to enable RTX rendering pipeline ? We dont need to care about...
Use Graphics.DrawMesh and create a point mesh topology type beforehand and send the point buffer to your shader.
Keep in mind that Unity is a 3D Engine and everything will still be 3D even if you make a 2D android game on it. It will stay a 3D rendering...
Yes. It will depend of what you put inside your Unity project afterward.
There is something called UV that every 3D models have, that's a 2D mapping of a 2D texture on a 3D mesh. In the material applied to the mesh, you...
Hello Tempest, Yes you will be able to launch your project with the 64 bits version of the engine without any worries. Anyway if you use an...
Quick tip: If your transform use a rigidbody, don't use Transform.translate but Rigidbody.MovePosition. If you use Transform.translate it will...
is Mathf.Round, Mathf.Ceil or Mathf.Floor what you are looking for ? To convert a world position to a local position, you can use...
#weNeedNestedPrefabs
You can also ignore the Unity water shader and check from others sources like theses:...
In a classic shader vert/frag, the vertex shader have an input and an output. v2f vert(appdata v) appdata is the input and v2f is the output sent...
What is your problem exactly ? You just can't figure out how to merge them ? On what are you blocking ?
Hi, Unity is designed in such a way that 1 unit is 1 meter, you can ignore this if you want but if an object is too small or too big, you will...
When your computer is connected to a network without internet, it seems that Unity just wait for internet to come without giving the choice to...
I never used the Surface Shader version, I always modify the standard shader itself but if it works for you it's nice! :)
Yes it should work. Keep in mind that once your shader compiled, Unity split it in several shaders for each possibility of compilation condition...
Available since yesterday, this video might interest you: [MEDIA]
Of multi-threading yes, but they are improving the compilator too. :)