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Hi!, I'm trying to dynamically adjust fog colors as well as other colours in my scene to match what is happening at the horizon with Unity's...
I know that redistribution of the standard assets on the asset store is against the submission rules, but I have some confusion over usage of...
Having further investigated the issue, I've isolated the problem to the SetColor Code lines. Having commented them out, the texture is set...
Indeed it is, I sent the bug report already with the project file. I've seen a few posts about this issue but nobody really had a fix, but this is...
Hey everyone, For those of you who have experienced the strange bug that causes your scene to turn black and the lighting calculations to become...
Hey Guys, I've been updating my current project to Unity 5.0 but I'm having some issues with a simple television screen that is programmed to...
Hello Everyone, The Conundrum I'm always interested in ways of making procedural textures through code and have lately set myself the challenge...
Turns out i needed to saturate the final albedo in the surf function, then multiply the result by my DotProduct. I'd still appreciate any helpful...
Hi everyone! :D I've been began writing a particle shader of sorts which allows me to set a high and low color for the model. Essentially, all it...
For anyone experiencing the same issue, this is my workaround...a quick trans shader for approximating your lighting (greyscale-wise), stops the...
Hmmm, well isn't there anyway I can manage a workaround for this? I don't need transparent objects to cast or receive shadows but I certainly...
Okay, so, by turning the shadow strength up to 1 (full strength) it has solved the issue with the box, and most of the other objects in the scene,...
[attach] Sure! As you can see here, this a perfect and simple example...you can see in the larger shot, the box (a basic unity cube with its...
Well we were using a custom shader, out of curiosity we changed it to Unity's built in bog standard diffuse and it was still happening...Even...
The problem isn't shadows though, the shadows are rendering correctly, the problem is when a object is meant to be sitting somewhere completely...
It's a very frustrating problem. I have a directional light in my scene which will be rotated during gameplay to simulate day night cycles....
Another question about this, are the images that are sampled for the imposter taken in perspective or orthographic?
Mine was working fine the other day while I was optimizing a script, just had an empty scene with my script running on a game empty with Vsync...
Wow, thanks for the link! @Eric Are Unity's tree imposters rendered at run time, or are they generated at some other stage like in the tree...
I like to do a lot of scripting in UnityScript but find that monodevelop sometimes isn't as intuitive when comparing to use in C#, NotePad ++ is...