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How and why do these things happen?
I have an issue in Unity 2018.3.5f1 with a simple looping particle system that emits over distance. When I hit the Play-button it stops working...
Just an update: This does not work in deferred lighting in Unity 2018.3.
Yes, a bug report would be nice. I suffer greatly with vertex displacement in Deferred lighting.
Ok, so no composite colliders?
Thank you for this. We are using the HoloLens so we need the .NET-option so we can debug in Visual Studio after building for it, however we can...
I really, really, really, really, really, really, really, really, really, really, really, really, really need this functionality, and I need it...
I get a lot of bugs trying to build to UWP for 2018.3.0f2 now:...
How are colliders working for these?
When I drag a C# into another folder, I leave the office and come back the other day for the operation to complete, only to see that I have...
I did a little bit of experimentation with this now, and here is the result: [IMG] This was a combination of vertex colouring, world...
You can combine passes by taking one pass from a shader and put it into another, and for a surface shader you have to have vert and frag passes in...
Voronoi. :3
The is geniouse. :3
Did you apply a texture and a toonramp? The toonramp is usually a horizontal gradient from left to right being dark to light. It is based on...
You can play around with this shader I am working on. It might be working out for you: Shader "Toon/Lithe" { Properties { _Color...
This is what you can use stencils and volumes for. I really wish I could show you how but I have no idea how to do it because I am still trying to...
[ATTACH] This shows first in DX9, then in DX11 after the pause. I have used a slightly modified shader from here:...
I tried turning off the sunlight, using #414141 for the light colour, switching to deferred lighting, and using 0.5 ambient skylight, and this is...
Well, this maybe is a little more complex than I thought, then... ;_; But also, looking at the blending that happens here it looks like the...