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They do come later, but always together with the component installer info and the general release entry on rhe LTS page.
I would like to see them too before updating.
Thank you Stefan, I will go through it and implement it across.
Hi Stefan, I also had issues with macOS and changing the MAC_SYNC_CALLS_DISABLED also worked for me. You talk about switching to async versions,...
Thank you so much @DaNueromance, this helped me too! Impossible to know.
Hi @tomekkie2 I'm moving into URP and HDRP territory. You have been so kind as to add the vertex color option on the standard SRP shader. What...
Thanks tomekkie2, I'll double check!
Thank you, I misunderstood your screen shots. My setup does not have reflection on the material. I will test it again and if it's still there I...
Thank you for the thorough explanation Tomekkie2! I know about the behavior of keywords and shader variants. I'm just surprised that it is not an...
Hi Tomekkie2, thank you and sorry I didn't catch your answer back then. Yes, I still have this issue and it is exactly as you display it in your...
Hi Tomekkie2 I think I discovered a bug where the vertex color (on the crosssection standard shader) is disabled when enabling and disabling the...
Ok, I managed to make the entire thing static and it builds fine, but on connection to the optitrack server it crashes. Unless there is an easier...
Yes, I never heard about that either :) I'm really not doing anything, none of it is my code. I'm just trying to run the sample script out of the...
Thank you @Kurt-Dekker , that's also what I've read, but which do I need to make static. The FrameReceivedNativeThunk? /// <summary>...
Dear all I want to use the OptiTrack Unity plugin for a windows standalone app with IL2CPP scripting backend. The plugin works well in mono but in...
Hi @tomekkie2, first of all thank you for your work. I discovered a strange behaviour when using your CrossSection/Standard shader (Built-in) and...
I've only tested it on CrossSection/Standard and normal map stops working when i disable emmision keyword it seems. I'm away at the moment but...
Hi again @tomekkie2, thank you for your answer I've been testing different things and the above also seems to break/block the normal map in the...
Thank you @tomekkie2, it's nice to have as part of the surface shader. Did you have a look at the _EMISSION problem I ran into, it's a headache...
Dear @tomekkie2 After many, many, many hours of debugging I found the reason why back face extraction doesn't work on Android and Oculus in my...