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bump, same issue for me too
Because for android, the APK I build contains about 4-5 mb of stuff it doesn't need, like post process shader or those assets that I never even...
Found out why, now unity doesn't allow you do modify those at all, and immediately repairs the changed files: "The package cache was invalidated...
OnPreprocessBuild fix no longer works, seems the meta files for those textures get overwritten before they can be read and used in generating the...
Imagine focusing engine development efforts on features like ECS and other state-of-the-art features, while a simple thing like baked in lighting...
Think I found the solution. Changed the blending for the layer from additive to override. Having looked at the documentation for that particular...
Very simple setup: Tower-defence like turret prefab, with up to 3 barrels. Starts with 1 barrel, each upgrade enables an extra barrel, up to 3....
[ATTACH] The burn effect is working, alpha seems valid, but no matter what I feed into AlphaClipThreshold I can't get the whole thing to render...
Still happening with latest 2019
Any dev answers to this? Still happening in latest
Same here on latest unity/package.
Update: Light probes don't work sadly, as stated above in other posts. I know this is by design, but can you guys maybe reconsider fixing this in...
[ATTACH] Update: seems Probuilder 'forgets' UVs when part of a prefab, so if I click generate UVs in each individual probuilder mesh inside the...
Built in renderer I'll try that when I get home, will let you know if it worked.
Same here, see above. Found a solution yet?
2019.1.3
Hey guys, trying to figure out what's going on. I am using the GUI editor version with the "png" fix, this is how my prefab looks normally with...
For anyone that ever stumbles upon this through some convoluted google search, here is the response I got from the Unity team from the bug report:...
Submitted bug about this. Still occurring in a simple test project with a navAgent cube moving towards the camera and me just raycasting against...
Reduced the speed of the moving object, and the hit point returned by the raycast was closer to the actual side of the cube (still inside), thus...