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I have sent the render texture to my compute shader and now I need to use a function like Unities Texture2D.GetPixels() function to receive a...
I have a root gameobject that has a rig with one bone. I want the player to be able to add limbs so I need to add bones at runtime and set their...
I want to see a transparent object behind another transparent object however the on behind gets culled (i think is the word idk). can I force it...
Im trying to get an image effect shader working in URP. I have the shader working using the built in render pipeline, but I cant get it to work in...
Im using URPs shader graph to try and make a fresnel effect that darkens the edges of a sphere however when I change the fresnel color to a darker...
There is a line of code you can use to set the end distance for fog but I cant find the setting in the inspector. Does anyone know where it is?...
Im editing shadows in the default URP asset. No matter what I do the shadows look terrible unless you are standing right next to the object...
I need a foreach loop for each keycode in unities KeyCodes. I can do this with the windows keycodes, but unity has different codes for some keys...
I dont know what I pressed but the view tool is inverted on the y axis only and not the x axis. it is really annoying and I dont know how to...
I have a static plane with an emissive material shining into a room made of cubes. When I bake the lightmap I get these weird effects that look...
[MEDIA]I have SSAO enabled, but as you look around the edges of the camera have the SSAO fade away. The problem gets worse as the radius for the...
I am trying to get make a shader for a leaf that needs alpha clipping. If I use the URP Lit shader set to transparent, the edge looks good but the...
On the left I have unity's sphere mesh, and on the right I have the default sphere mesh imported from blender. Both have the same vertex shader...
I have gradient noise that is being used to offset the vertex shader over time, but I want to use this noise to also add distortion to the base...
I have the same problem, been stuck on it for days. I created a crappy workaround by disabling all navmesh object components if the enemies' path...
Is it possible to make certain navmesh agents ignore navmesh obstacles, while still navigating in the baked navmesh. I need some agents to ignore...
I have a directional light in HDRP and a mesh renderer (1) casting a shadow on two more mesh renderers (2 and 3), but I only want mesh renderer 1...
I need to check if the remaining distance for the navmesh agent to get to the player is below certain length before enabling the navmesh agent,...
I have a float that is constantly being updated in Update(), and I need to store what that float was one second ago, but I need to do this...
I have a directional light set to Light layer default and a plane set to shadows only and has a rendering layer mask of Light layer default. I...