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Might stick with BIRP for a bit too then, I've got a pretty nice workflow going now. But for the sake of being thorough I'll do a bit of a test...
An informative and complete answer as always, thanks so much Ben! I think I'm going to have to do that custom RenderType you mentioned and I'll...
Hello! I'm creating some rain effects for my game, and I'm trying to achieve an interesting effect. I want the environment to get wet and shiny in...
Thanks bgolus! Very thoughtful and complete answer as per usual. I tried having a look and it does indeed look like the GPU clock speed is...
Hello everyone! I've been tearing my hair out over a really bizarre slowdown issue. I'm working on a big, complex game and I've had playtesters...
I very much appreciate the reply, especially the fact that you took the time to write some example code. Sounds like the pool solution makes the...
Thanks, that sounds like exactly what I was going to build. You might have saved me a bunch of work there snacktime. More people should know...
The one time I patiently waited for the nav mesh to be generated with the trees still on it, it indeed created a diamond shaped hole for every...
Dear sir or madam, I'm experimenting with a 3 km² terrain, with 300,000 trees, which I managed to get running very smoothly thanks to Unity's...
Yes, a dictionary is maintained of all nodes by name, so you can look them up efficiently. That's why unique names are generated when you create...
[IMG] Available on the Asset Store This thread is about Branches for Unity : a lightweight, easy to use, easy to extend node editor. To...