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In forward rendering, when using SetTargetBuffers on a camera that include image effects, the MRT are ignored when doing the forward rendering,...
What is the status of deferred rendering? Is it still disabled/not supported in the latest 5.4 release? We don't have a forward renderer fallback...
They are not in a Resources folder. The problem seem to have been created by my code calling...
I create a lot of mesh assets using the editor scripting (a lot .asset files that includes meshes), recently every time I leave play mode all...
Thanks, this helped me start looking more at orthogonal camera and the occlusion system more. I am not sure why but at least in our game (did not...
Hi, I am trying to use occlusion with sunshine but a lot of shadow stop rendering when I enable it in the advanced setting. I confirmed that the...
We use a lot of assetPostProcessor in our game Right now the only way to force a reimport when modifying one is to change the GetVersion() number,...
Hi, I was curious if Sunshine support Unity 5.3 WebGL Build? I tried building out game and it seems the shadows are not working correctly. I...
Is there anyway using the frame debugger to see the texture submitted to the shader? Right now the frame debugger is useful to know the order that...
Cool, we are doing forward rendering for our game and using MRT would be doable (I need to test if it's still working in Unity 5 ;)). Our game is...
Can I ask what buffer information from the deferred rendering you are using? I am curious if you need a lot of the info used or if when doing...
Is there a way to set the renderer shadowCastingMode to be both ShadowOnly and TwoSided? It would be useful for us.
I am quite sure that sometime a raycast or a sweeptest will randomly fail at detecting a collision. We are using mesh colliders for the...
I have a custom importer that add colliders to imported objects, I would like those colliders component to be folded by default in the inspector...
Thanks for this, my co-worker was getting that error after a crash today and this fixed it.
I think we agree here. I need more than 32 because of the way things work now, but I would prefer a better way for it to work over just bumping...
1) In our case 32 is limiting just because of how our game works. Unless it's a limit of Physx I just don't see why it's there anymore. Also, why...
Is there any chance we could have more than 32 layers? (well really right now 24 custom ones). Is this a limit of Physx or Unity?
Hi! Is it possible to call the decimation code from an editor script? I have a lot of custom importer scripts and I would like to be able to...
The doc for the transform.worldToLocalMatrix (http://docs.unity3d.com/ScriptReference/Transform-worldToLocalMatrix.html) says to use the renderer...