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@Darkcoder my use case can not use prefab. i have to duplicate gameobject becasue 1.some internal status will be different from prefab, the only...
@Darkcoder hi, I have a very specific question. I have a game object with one mesh render. this mesh render has several submeshs , and several...
@Mir-vadim thank you for your quick reply. The release note is a little bit misleading. " - Rigid. New SkinnedMesh Object type. Support for...
@Mir-vadim hi great asset . do you have skinnedmesh runtime slice and demolition demo video. I am not sure how it looks like. can this slice arm,...
@Darkcoder the scene is a big area with a big gound. the gound has a lot of repeated objects as floor. not hundreds. but dozens big floors. how...
hi @Darkcoder i have an idea can potentially solve the batching problem, can you help to verify if this can work. 1.all the objects use the same...
@Darkcoder i have a question about performance. we need to clone our material for each gameobject. will this affect Unity's "Draw call batching",...
hi i bought your asset. i seems great. however, some prefab are pink. and the fur on the spider seems not correct. here are the screenshot. i...
hi i bought your asset. however it seems these skeletons are generic not humanoid. i want to use other animation for this character such as "turn...
have you try this in vr. will this perform well in pc vr ?
hi great asset. some questions. 1.can character controller player stand on a no kinematic moving platform and move with this platform, even when...
hi. i have a issue. in my game play , i will change texture and material at runtime. i find once i change texture and material at runtime then...
impressive. I am very new to shader especially to Tessellation. is this "Tessellation" make the depth effect on wound? you have include bullet...
what kind of flow in algorithm? can you give me more info? maybe i can help to fix it