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yeah, but i can not remember now :))
i want to create a asset browser that references a folder outside unity assets folder so i can have an asset library that i can use in different...
I Made a working shader with the help of your post and amplify shader editor. at first i also had the flickering issue but i fixed by increasing...
Hey guys! I’m working on a game and everything runs okay on the editor, but when I build the game on Android and ios platforms, sometimes the...
i forgot to mention, i need to make the rig longer while the effect (swirly effect) is happening, so i can not disable components or set the...
i have a rig setup with multiple rigs all connected to each other, and i use damped transform to get a swirly like effect. (see video), i need to...
definitely some custom post processing stuff with render passes. sampling light in shader graph (like the blog post you did a few years ago).
i am surprised that no one experienced crashes. unity just closes after about 30 seconds after i open urp sample scene. latest unity m1 and mac os.
i think the better move is to contact developers and report to them. there can be so many reasons such thing can happen and the developers know...
i have worked with it for the last couple of hours and i think it is a really good and much needed solution.
i was trying to create a shader based on world position and i saw this when i output world position: [IMG] [IMG] and i am pretty sure world...
can we have an option to apply all the changes i made to the fbx file that i imported from another application and made some changes to it using...
as far as i know there is no way to do this unless i copy the generated code and add custom editor in the end of the shader. is there a reason...
i think the easiest way is to just use textures if you use programs like substance it wont take time at all because it does it automatically.
ok thank you that was my mistake, also a i have another question. [MEDIA] how can i create something like this with this asset? in this example...
hello, first of all this is an amazing asset and i love it so far. i don't know if am doing something wrong, but when i check is loop option it...
is there a way to tweak the queue in a way that my magic ring (the blue ring) always renders after the shaders that i assigned to the environment...
i know the title is a bit weird, what i meant by that is when i use polybrush paint texture feature there seems to be very dependent to vertexes...
i realized there are great advantages in using reusable assets in video games. like if you can model a door and use it in different locations of...
i don't understand, do you expect unity handles all of arnold nodes by default? i don't think that will ever happen!