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I have a lit shader graph that fades from a texture to a solid color. (E.g. left side of the mesh is textured, right side is solid color, middle...
Wait never mind, I had some plugin installed that created a custom Tag class that was basically just a string. My bad haha, thanks for the help anyway
Hmmm... weird, I cannot find the documentation, yet I'm definitely able to create a variable of type Tag in C#. Making it a public variable...
'gameObject.tag' will return the GameObject's tag as a string, but I'd like to know how to get an object's tag in the form of the actual Tag...
Thanks! I managed to get a working graph a few days ago, but the final graph was so messy that when I look back at it now, I have no idea how it...
I have a wall with a tiling texture on it and would like to swap out the texture with different textures at random intervals. For example, texture...
[EDIT]: Well, of course I managed to solve it the moment I posted this thread... My shader graph was using a Sample Texture 2D LOD node instead of...
Hey thanks! I'll give those links a read, looks very promising!
One last bump; anyone who can make an educated guess on whether this effect is even possible with a shader?
So imagine a stereotypical stealth game where the enemies have vision cones projected on the floor, like so: [ATTACH] Top down view of a vision...
To whoever may be interested: I ended up using a very different, far simpler shader that does exactly what I need it to. (See image below). Never...
Hmmm ok, so I took a look at that article and it helped (thanks!), but the effect isn't quite perfect yet. I'll try to give some more information...
I have a shader that works fine in perspective view, but if I set my camera to orthographic, it no longer works. This is because my Graph uses the...
I have a Shader Graph that shows the overlap between a sphere and nearby geometry. Here's an image of what it looks like: [ATTACH] The red area...
Thanks, I just tested it and it all seems to work perfectly. I ended up simply keeping track of the active scene using the Asset Reference's...
Alright, so storing the unique runtime key as a string should work. But is there a way to take that saved runtime key (string) and get the...
Hmmm ok, so whenever I change scenes using an AssetReference, I can indeed simply manually store that AssetReference as a 'currentScene' variable....
Not sure about most of these things, but regarding the first point: Addressables still uses the same Asset Bundle system under the hood, it only...
So I'm currently setting up a save/load game system and want to save the current, active scene. (I'm using the Binary format:...
Alright that's good to know, thank you!