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Sorry for late response. Yes, I've noticed this checkbox it helps a little bit by disabling environment reflections yet it does not disable...
So, the question I have is pretty simple yet I could'nt find any solution and struggled to find a workaround for a couple of weeks already....
By doing some more resarch and testing it turns out you can pretty much get the same results with this node construction [ATTACH] You wont get HDR...
So, recently I tried to make some shaders for one of my projects that uses universal RP with its 2d lightning and shader features and I noticed...
Should i do it with Unity bug reporter like so?...
[ATTACH] So basically if you have an array inside an array of custom classes it will render underneath other variables in inspector (see .gif on...
That is just gorgeous! Thanks a lot, this will realy help me! Also that is very good idea to make the main EnergyNode class and all other classes...
That is interesting idea, but i think it won't work very well. Because that is frame counter function inside will heavily depend on fps. For...
Yes, thats what i want. Thanks again, i understand that you are trying to say. So this kind of system (R1, R2.. ) indeed would work as you...
Thanks, i not entirely get your idea, but i dont think it will do, my idea is that player can link output and input of each object with other...
Hello. I am trying to make a game where player will need to connect objects for them to interact with each other. And im trying to implement...
No, i had thus issue on my old laptop, now i have PC and on my new PC i couldn't replicate this problem although it has same windows version and...
Hello, i making simple 3d game and using universal rendering pipeline to render it, but even though it gives a lot of useful features like good...
Thanks, i will experiment with different ways i can get around this problem
I made test build where i can change players interpolation and camera view. [MEDIA] Without interpolation and camera attached to player it seems...
I move player with AddForce relative to HeadHolder object rotation in Fixed Update and Interpolation on. void FixedUpdate() {...
I made test build and there were a little bit less jittering but it still pretty annoying
There is my Rigidbody and Physics settings I tried to adjust some of this but it doesnt do anything[ATTACH] [ATTACH]
I even tried that and it didnt work, same jitter result Vector3 Velosity = LastFramePlayerPosition - PlayerObj.transform.position;...
I was wrong even this way causing jittering...