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So I set my directional light to rotate for day/night cycles and I'm getting this weird shimmering effect. At first I thought it was the trees or...
I'm using URP Lit Shader Graph to control color and windage on trees. Regular lit URP shader is being used on bark. The bark is black with the...
So I've got a world that uses heightmap + climate map (another heightmap) to create bunch of voxels using marching cubes. I encode that...
I would look into 3D perlin / simplex noise, and the Marching Cubes algorithm.
Whenever I add / subtract heightmaps from my 3-dimensional array of grid points my terrain turns step like. [ATTACH] [ATTACH] I'm using a...
I am currently procedurally generating a river on procedurally generated terrain. I'm having issues with the textures looking jagged on the edges...
I'm not sure I understand correctly, but if you are getting back a GameObject, you need to use GameObject.GetComponent<ControllerMainApp>() to get...
Use the component called TrailRenderer. Simply add it to the game object you want to render the trail. If you have a specific material you want...
Hey Karl just wanted to give you an update. This turned out to be a floating point precision error (I think). Reducing the scale of the...
I can't figure this out. Objects in my scene, regardless of shader, are being culled when they reach a certain distance or angle from the camera....
Wait wait wait. Where is the documentation for running raycast off the main thread? This is amazing. Please link.
If you are grabbing the velocity from an Update() method, you are going to continually get a new velocity. You'll want to use a bool flag to take...
Use OnTriggerStay() if you need, use a bool flag to stop it from repeating the trigger you want.
I have this same problem but only with particle trails. If generate lighting data is on, the particles disappear when the camera rotates. When I...
If anyone is still looking for the answer to this, I believe the simplest solution to the problem he is talking about specifically, is to go to...