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Thank you for the response! Does this in turn mean reflection probes do not work in render path forward?
Hi, i have an issue where a baked refelction probe does not seem to work completly correct on my entities. In this testcase (2022.3.1f1 LTS)...
Hi, thank you for the reply! Would you by chance know if there is a way to use a multipass shader with URP? Regards
Hi, Iam trying to render two passes on the same submesh. Since URP seems to not allow multipass shaders, i tried applying two materials. This...
Thanks SpookyCat, i was not aware the "old" joints could be converted. Works like a charm.
Hi, im i a situation where i have this gameobject hierarchy: Root: physics shape physics body Child1: physics shape physics body Child2:...
Thank your for the quick respone! I have an aditional question. While testing i have realised that the property override in the object shader...
Hi, i'm tinkering with an Outline shader for a material applied as a custom render pass override(Forward Renderer -> Render Features -> Render...
Hi, i'm having the following error in builds: Trying to render a batch from the Hybrid Renderer V2 with SRP Batcher OFF. This is not supported....
Hi, go.transform.localScale = new Vector3(newScale, newScale, newScale); Entity entity =...
Hi, I am trying to get all enemys in a certain range around my tower into its Dynamic buffer. but "CollisionWorld.CalculateDistance()" either...
Hi, I'm working on an ECS wavespawner. I have a custom type wave which includes: - prefab to spawn - time between spawns - amount to spawn Each...
I had an issue with the hierarchy of our charater having the root as first child. After changing it to be pelvis first i am not able to build the...
Hi Partel, i have a question in regards to the FABRIK Final IK Chains. I have two hierarchically septerate bone chains in these tubes (see the...
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Hi jjxtra, i was wondering if there is a relativly simple way to use ONLY the clouds of your asset (including the transition between cloud...