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Thanks for the replies, guys. I am currently using a static class to hold live game state data. It's part of a global static class I'm using to...
I'd like to use a ScriptableObject to store global game state data. This data will change frequently and be updating many many variables...
Thank you everyone for your answers. I'm still early in development, so implementing these suggestions should be trivial. @GabKBelmonte, could...
So I read a reddit post by a guy who made a mobile game that turned out to be popular. So popular, it wound up being cracked and distributed...
Thanks for the tip. I'm doing something similar with Final IK and two rigs. I like your AnimatorParametersCopier, I was just straight updating...
I may not know what I'm asking, but can this occlude objects in the distance with the right settings like Unity's Lighting->Environment fog? With...
Excellent information, worthy of a bump. Generating lighting for all my additive scenes fixed the issue in 2022.3.13f1. I only have one...
So after some digging, two directional lights will fight each other for priority. I changed the cloud light to a point light, made some...
I've got a kind of top down 3d game going, and I want clouds to cast a lighter shadow than everything else. These clouds are a flat model way up,...
I'm developing a mobile game. I have a shader that takes 4 1024*1024 textures, and blends them together based on vertex color values set up in C#....
Good points. Didn't think to use the profiler for monitoring memory usage, but it's all there isn't it? :)
So I've got a terrain. This terrain has trees. I have an endless scrolling string of terrains. Depending on variables, the terrain could have...
Go figure, when I bump is when I finally figure it out. I had to mathemagically massage the gradient from the heightmap into the noise and cut out...
Bump, no ideas out there? o_O
Here's what I'm trying to do: I'm making a shader blend between three textures, based off a heightmap. I have a mountain mesh that this shader is...
I got it resolved using a SamplerState node, connecting that to the SampleTexture2D Sampler(SS) input, and setting Wrap to Clamp.
I'm feeding a Texture2D of heightmap data to my shader, however I'm getting some artifacts at the top and bottom edges. (I'm not concerned with...
Success! I had to average the normals of the triangles into each vert on both meshes that lined up.
I did some digging and found this post: Seams visible on mesh edges Apparently I need to recalculate the normals myself since I'm trying to blend...
Yes, I mean Mesh.RecalculateNormals/Bounds/Tangents. I'm modifying vertex positions at runtime, the base mesh is a flat plane with many many...