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Yeah. What you are saying makes sense, but its still just extremely muddy waters and vague. I think the issue here is not the runtime fee itself,...
Hello! How does the runtime fee apply in this situation? We sometimes develop apps for clients that are built using WebGL, and they end up in a...
Hello! I'm running into an issue with Universal Links. It works fine when the app is suspended. When the app is cold booted from a universal link,...
Hello! I set up a custom shader to enable decal angle fade in URP 12. Everything works perfectly in the editor, but when I got to make a build,...
Does this support UI Canvas (Specifically "Overlay") We work almost exclusively on "UI" projects and it would be awesome to get SWF animations to...
Sure thing! (Sorry same person, dunno why it swapped profiles) Unity Version 2021.3.17f1 (Silicon Mac M1) URP 12.1.9. Forward Renderer. Running...
I just ran into this as well. Is this actually a false positive (non-issue?). We don't want to add x86 to our build because it was never meant to...
Oh I didn't know it automatically baked the probes! I feel like it didn't look like they were baked, but it could just be old habits dying hard....
Hello! I've been running into this recently: Whenever I do "Render", I immediately afterwards want to do a "Render Light Probes", but I always...
Thanks for the link. I checked out the tools, and found that on my destination machine, the hidden storage object in the scene has a "missing"...
Is there a way to force render the sprite shape? Kinda like a SkinnedMesh "Always Render". I'm getting issues where the sprite shape stops...
Got it working. The basics of how it works: It takes the size of the hill sprite (sprite width / pixels per meter = sprite size) and offsets the...
I think you understand my intentions, and you are correct you cannot set the UV's at each vertex. What I can do is set the UV offset of the top...
I actually can get that value, but still having a hard time knowing exactly where it fits in. I'm missing a piece in my calculations, or am just...
I made a little bit of progress on this, but my shader code is all arbitrary values, and the UV tiling shader that I made stops working once the...
This issue still exists when instantiating a sprite shape controller from prefab. There should be an option to "Always Render" like on animator.
Okay. I'm not even really sure where to begin with shaders. I also am not sure how its mapping the UV on the current spline texture. Is it 0-1 per...
I'm not sure if this has been discussed, but is it possible for the spline texture to use World Space UV coordinates? I'm generating a spline...
Same exact issue just now after updating to IAP 2.2.0. Also using Proguard.
Does the Unity Firebase 6.15 Update solve anything? (It looks like its using 6.24 ios dependency)