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This is unacceptable that we don't have this simple thing exposed in the Shader Graph yet. Maybe they are just forcing us to keep using Amplify...
this seems like it'd be good
This is hilarious because following this logic if Mr. Riccitiello wakes up someday and decides that every single Unity game released in history...
@Tautvydas-Zilys Honestly as a human being I'm so sad for you to have to face all this. Please do yourself any good and find a better company to...
Sory if it's a stupid question but how to rotate the whole spline using C# to make it copy the transform rotation? There's no way to make it work...
This was my solution for the problem of setting the Vcam to a specific position StartCoroutine(ForceCameraPosition(value)); IEnumerator...
There are many complex ways to use stencil buffers but that is not the topic of this thread: [ATTACH] If you're Implying that it should not be...
I have not idea what are you talking about
How?
This is just unbelievable that something trivial like that is not implemented yet. That's the only reason why I keep using Amplify Shader Editor.
Great asset! Has been a huge time saver for me
This hole situation is absurd. I'm just stocked with this ugly grass shader or need to purchase a third party solution.
For colors there's no problem anymore if you set those with material.setColor. the SRP Batch handle those normally. But I'm not sure about...
IFAIK you should not use MaterialPropertyBlock in URP since it breaks SRP Batch.
"Solution 1: Use the Lit graph" This seems the easier way. That said i found this and they are using Unlit. I'm yet to download it to check [MEDIA]
I just give up and have been using lit instead.
Make sure you installed the last version in your unity project.
We just released a new round of bug fix for B2U 2.0 and now we added initial support to Empty Objects in Scene and Collection Export. - Fix...
Hi. Today we just released a HotFix in B2U. If you guys have any doubts or suggestions please contact us by e-mail in...
Is it normal that the collections are exported as wanted, but when the b2us is generated, it doesn't use the collection but each mesh ?... So in...