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This didn't actually work for me. I had 2 passes with no tags, and put the shader on a plane in my scene, and the both passes were used. (2nd one...
this mysterious value only visible in the editor, but not in code. I want to edit it from script. the bounding info references it before...
Cool, so unless I declare ForwardAdd as a tag in my passes, I'm golden? (assuming i'm forward rendering, obviously)
Yep, good suggestion Superpig. This will mean I can't use the same shaders for other stuff though doesn't it? As both passes would be used...
I know you probably don't want to encourage too many people to use GL. funcs for too many things, but there are a few things I'd really appreciate...
That assumes you keep the original vert array, which is essentially a duplicate. Otherwise grabbing 'mesh.vertices' gets you a copy of the array....
1) Setting vertex colours in packed 8888 format rather than floats? 2) Submitting a subset of vertices, rather than having to copy the whole...
Thanks Diablo. I was looking through a few of the examples and noticed the same. What I wasn't doing was combining the meshes into a single...
I'm doing more or less the same as in the large explanation in the thread Diablo quoted. I Instantiate a body segment, (which creates a game...
This is quite a showstopper a present..
I am reassigning a loaded skinned mesh to a different skeleton. But the mesh's visibility seems to be driven by it's RootBone reference, which I...
I am reassigning a loaded skinned mesh to a different skeleton. The mesh's visibility seems to be driven by it's RootBone reference, which I can...
No one with any idea why this isn't working for me? Is just installing the package all I shoul dneed to do, or is there more to it?
I've just tried to integrate this with my project, and I'm getting a crash with the following in the logcat:- FATAL EXCEPTION: Thread 16...
I'm getting the same thing. I hadn't built for android in a while, so trying with Unity 3.3.0f4 threw an error that it couldn't find the package...
Yeah, if I needed more than one specular map that would be the way to go if memory became and issue. There's only one asset that needs this...
It's a gray texture as it's better to have it compressed on iOS. (The full effect is to have detailed specular map to simulate a certain type of...
I've got a shader which runs 2 passes to isolate the specular and multiply by a specular map using GLES1.1 on iPhone. The same shader works fine...
Just to update. This problem has now disappeared, and seemed to be a very odd symptom of being very close to running out of memory. Will keep an...
Another test which might help.. Whatever causes it, adding a GUI.DrawTexture Call fixes it. Not one every frame, either, just doing one.. So,...