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My application has to use the new virtual camera because it handles Gameobjects better, I know that it's not generally for public use. When...
Does anyone know of the correct transformation from world to local for targetVelocity? Initially, I had figured it would just be in the reference...
I just fixed it myself. All that was needed was this in the frag of the TMP_Bitmap shader: float2 offset = fmod(_ScreenParams, 2); vPosition +=...
Do you have any suggestions for how to fix the bitmap rendering at odd resolutions? The issue is still present in preview 11.
On an unrelated note, I believe that there is a small bug on 2.0.1, in TMP_Text line 2287. The charBuffer has a null check after it's used when...
I'm using bitmap because I'm working on a code editor, so having the text be properly crisp is particularly important. I normally use (and enjoy!)...
I'm currently trying to debug an issue when using TextMeshPro's hinted_smooth render mode. Depending on the screen coordinates, the text rendering...
This is by no means a "proper" solution that can only come from Unity, but I use the script below to listen to the PreprocessBuild event, and when...
After looking into, there doesn't seem to be any way to accomplish what I was after from within Unity. I ended up just saving the UVs into a...
I'm trying to build an editor script that adds UVs for selected meshes. The UVs are correctly added, however they do not persist after exiting...
Just had this issue as well, for me it required that both the assetbundle creator and consumer have XR enabled with single pass on. Thanks for the...
Congrats on the launch! I hope it went well. Could you talk about how you went about networking the puck? Does its ownership change, or does it...
I'm trying to send voice data over UDP via C#. To improve packet reliability, I'd like to set the TOS to notify the router that the data is...
I actually have not yet tested with single pass enabled, but if I get it working I'll post back here
I was actually trying to store texture coordinates, to simplify some complex distortion maths. I'm now thinking that I'll just have to use...
The shader that I was using this for is pretty bespoke and messy, but a brief example would be: #ifdef FRAGMENT uniform highp int...
Thank you very much for that insight. So, to summarize, you think that my best option is to encode my data into 4 channels of an ARGB32, then in...
I'm trying to download an image from a server, and both display the texture2D as well as save the compressed image to a file. Is this possible...
I'm trying to store a float from 0-1 with at least ushort precision into a LUT render texture that is created at runtime. If I use a rendertexture...
By viewing a compiled CG shader, I see that unity_StereoEyeIndex is a uniform int in the fragment shader. Putting this in my GLSL shader seemed to...