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@Venkify Can you please consider adding general purpose methods for querying the spline? Position along the spline at any distance (not just...
Can confirm. The documentation for the very latest URP still says: So... Is this a regression or a change?
Unfortunately, none of those methods take into account the Height parameter of control points. It's really puzzling why this isn't an integral...
Is there a reason there is no option to make ETC2 the default in player settings? It massively saves on space due to Crunch.
Had the same problem and arrived at the same conclusion. User Reporting completely breaks on IL2CPP platforms if Attachments are used. Without...
2D lights are not part of the default render pipeline. And standard shader is absolutely not fine for sprites - sprites need special shaders to...
Except there are no official, say, normal-mapped shaders for sprites, as far as I know.
If you are to use secondary textures - won't you have to write your own shaders that utilize secondary textures anyway?
So this means that the secondary texture will be positioned in exact same position in secondary atlas as the primary texture in primary atlas?...
@Venkify If I might ask, how do secondary textures in SpriteAtlas work from a technical standpoint? Will the sprite mesh get a second set of UVs?...
Just tried, yes, works just fine. Interestingly enough, if I make a Development build on UCB, I am able to attach a Visual Studio debugger, and...
Whenever I make local iOS builds in Xcode, I am always able to get managed stacktraces when doing anything like this:...
Any update on this? I'm making an SRP from scratch, can't find a way to draw Gizmos in Game view.
Unfortunately, I fail to reproduce this. May I ask what device do you use? What Unity version? It would be a great help if you'll send me the log...
It is an ongoing development and I have no plans on halting it. It already supports 2018 just fine.
Good news everyone! uLiveWallpaper 1.4.6 is now live on Asset Store! Change log: Fixed not being able to build a project when using...
My feel is that no, Android can't directly access the Unity's canvas since it's GPU-accelerated and entirely separate from how Android does...
Because "using SpriteSharp on a simple plane/quad" is not the same as directly exporting a mesh from a texture, and the former made no sense to...
Um... I'm not sure I understand you guys. How could SpriteSharp be applied to quads or planes? The whole point of tight meshes is to *not* use...
The type of project doesn't matter, you can use this plugin for anything, including AR.