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Actually looking at the code again it seems that you're not including your Y position into the wind sample pos or sineX and sineZ functions. So if...
// Height of the vertex in the range (0,1) float height = (localSpaceVertex.y/2 + .5); This part, if the local space of your model is...
The shader seems to have 2 assumptions: 1. Local space min y position is -1, max y position is 1 2. Vertex color painted with displacement...
In case anyone else runs into this, try as I might I was never able to get the right data coming out of the R16 texture format. I switched to the...
I'm trying to store a bitfield in a texture for use in a shader. It seems that the only integer-based non-experimental texture format is R16,...
How exactly does shader compiling for Android platform work? Does Unity translate HLSL/CG code to GLSL, which then gets compiled on the device...
Hm, maybe this is the cause? https://www.iquilezles.org/www/articles/hwinterpolation/hwinterpolation.htm
I've been having some issues with using tex2Dlod on a texture with bilinear filtering in the vertex shader. I've noticed this before but it's...
05-15 18:45:56.699 6330 6345 E CRASH : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0000000000000000 05-15 18:45:56.699 6330 6345 E...
The developer build is actually what is crashing. I'm making a release build right now to see whether it works or not. Will update with the...
We are seeing an issue where our Android build (IL2CPP, ARM64-v8a) is crashing as soon as a Burst job is scheduled. There are no error messages or...
Trying this: PrefabUtility.ReplacePrefab(gameObject, prefabObj, ReplacePrefabOptions.ReplaceNameBased);...
ReplaceNameBased breaks the prefab instance's connection though...and using ReplacePrefabOptions.ConnectToPrefab breaks external references to...
I am still having problems restoring my workflow with this new prefab system. What I had working before was to make some manual modifications to...
I was trying to get around this issue by first calling UnpackPrefabInstance, then deleting the objects (and doing other things) then...