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Looks like fixed function shader.
The reason for this is that in Unity, normal maps are not stored in RGB format on certain platforms. You can refer to bglous's explanation for...
Try using 'Mesh Type' with 'Full Rect' and see if that helps. https://docs.unity3d.com/Manual/texture-type-sprite.html
Still keep working. :p [ATTACH] [ATTACH] [ATTACH] [ATTACH]
Hi, it is at sprite import settings. Try switching to Full Rect and see if it resolves your issue. [ATTACH]
Is your Sprite is in Tight Mode? If so, it might be because it exceeds the Mesh when UV offsets.
Still in production, with some texture updates. Announcement has been made on Steam, and the release is expected in Q1 2024. :oops: [ATTACH] [ATTACH]
Working on some lanterns, almost done. :p [MEDIA]
HI, I can confirm it work now with the update package. Thank you so much. :) [ATTACH]
I use Unity2023.3.0a with EasyRoad3 v3.3b12 Unity2022+ patch. The bridges are currently generated as SideObjects with Road Mesh. If I switch to...
Hi! Yes, it happen with any road type that is changed to the is 'Is Side Object' road type. The toggle is lock. I'm going to create bridge...
Recently, I changed the 'Road Type' of an existing road to one with 'Is Side Object' checked. It seems that I can't uncheck 'Snap To Terrain' for...
Hi Peter! Thank you so much. Your game looks so nice, too.
Currently preparing contents for the steam shop page. :p[ATTACH]
Each Shadow Cascade requires an additional re-rendering of objects, which means the tris count will increase as the number of Shadow Cascades...
It seems that gamma correction has been applied to your textures. Did you have enabled the sRGB option in the material texture import settings? If...
Hi. Is your graphics API DirectX? If you render object into RenderTexture then you can try this to get correct projection matrix....
Hi! Do you try enable keyword at the same time? material.EnableKeyword("_EMISSION"); Please note that the game build must include the variant...
Seems like a GPU issue, as there is significant overdraw caused by a large number of overlapping objects.
Hi! When build the project, I noticed that there are many Tree Impostor Textures present in GPU memory. Upon investigating related threads, it...