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I have tested the latest ECS build with burstcompiler, surprisingly, it is very different from my previous test back in 2018. Currently, I were...
animator.MatchTarget (HitObject.position, HitObject.rotation, AvatarTarget.Root,0.78F, 0.9F, new Vector4(1,1,1,1)); When I try to Match the...
Hi, currently when I try to use animator.GetCurrentStateInfo(int ID).name, it returns PPtr error to me, I think it's something internal,...
So basically, if I want custom lighting model and directional lightmap, I only need LightingCustomName, and LightingCustomName_DirLightmap, where...
anybody?
How do I create Lighting(name)_DirLightmap(), every time I try to create this, I get current lightning mode does not exist, I am looking at the...
saw their coreImage library modifications doing post processing filters, it would be cool if unity made this specifically for IOS builds.
Hi, I am here at WWDC, give me a private message if you want to meet up, talk anything related with the iOS sdks that relates to unity. I will be...
as title says.
mobile bloom in angry ant does such, but not for every IOS device, I would suggest you only doing this effect ipad2, iphone4s, ipad3
I think it's totally possible, and not just on edges, I wouldn't know how it would run on mobile... but it does require pixel reading... How I...
there is a reflectionFx script, which in realtime calculates another camera for planar reflection, and then sets it into the shader, you will need...
Make sure you change to GUI too which pretty much do the same.. Maybe that will help
You can use alpha as many times as you want, you only have one alpha and you want to represent alpha, gloss and rim with it? That's why it "seems"...
When you switch from pc to iPhone build your textures get compressed you might want to change the compression.
Have you tried not to compress the normal map? And no mipmap? More antriso?
You are using alpha for alpha and gloss, so you can't use that again......
don't know really, surface shader is something unity made, gotta ask them. My first guess is that everything in surface shader is pixel/fragment...
do you want to work with lightprobes / lightmaps? This is driven by NdotV, of course you can remove the _BumpMap with o.Normal for faster...
Looking forward to what you can make, send me a private message when you get something nice out:)