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Hello, I have replied again to the email "v*****gh[@]yahoo.com"
Hello, Actually, I replied to your email one day after I received it. Please verify your inbox :)
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Exactly, the script that was destroying the particle game object seems to be the issue. In this case, you don't need to manually clear the...
Hello, The issue you're facing seems unrelated to the pool size. To assist you further, could you kindly provide additional information about the...
Hello, Any updates on this? Thanks Hayde
I have replied to your email, @Xiddo :)
Glad to be of help! :)
Hello, If the material is saved as an asset in your project, then you need to have the noise texture saved with it as well. For that, please...
You can use the SRP beginCameraRendering event to get the current camera that's rendering, then you can use @StaggartCreations function. Feel...
When duplicating a waterfall, the original waterfall and its new duplicate will be using the same material. So whenever you change one of the...
Hello, You can have a sound effect and a particle effect for each type of ripple: On-Collision ripples, Constant ripples, and Script-Generated...
Version 1.4.5 is now live! :D:D New features: Added the option to set a fixed thickness for the edges of waterfall systems Added the option to...
Version 1.4.4 got published today! :D:D New features: Waves Can Affect Rigidbodies: Rigidbodies, that are floating on water, can follow the...
Thank you for clarifying! :) Yes! The asset supports URP and the 2D Renderer (2D lights)! I tested the asset in the Lost Crypt sample project,...
Hello @Makkezi :) I'm sorry, but I don't understand what you mean!
Hello, I've recently came across this issue, and it turned out that adding any of the "Game2D Water Kit" shaders to the "Always Included...
Version 1.4 is released! :):) What's new? -New waterfall system -Added support for the Lightweight Render Pipeline (LWRP) / Universal Render...
Hello! Could you please clarify what do you mean with the type of water material?
Great idea! :) I'm definitely going to work on a similar effect. This would take some time to implement and test, so probably will be part of v1.4...