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Oh, "Cast" as in fall. Got it. I'll study it more, thanks. Is this using gravity? I assume this trick can handle jumping while upside down or...
Sorry -- what does "Cast back" mean? That's the main thing I need to know to understand that demo. Do you mean stop and rotate the player? Also,...
Thanks. Since I posted that yesterday I've actually found that raycasting borders between platforms (rather than colliders), and having those...
Hey, I'm looking to recreate the effect of the old arcade game Zookeeper ([MEDIA]), where you smoothly run along all sides of a square cage. I've...
Thanks, that worked; it drives me nuts that Unity still requires us to manually manage their own automated folders.
Unity 2021.3.19f1 does not b build for iOS. I get over 100 errors, some of which are: GUID [16fa2ad734f422245b86558310973ad1] for asset...
I didn’t do anything with the analytics yet, just installed the package, so I know this is a Unity issue.
The only package I have installed is Unity analytics, and suddenly when I try to archive builds that I put out in Xcode I get “duplicate...
Same problem. I can’t believe Unity is still having issues like this.
For what it’s worth, my issue *seems* to be fixed by closing Unity, deleting the library and temp folders, reopening it and trying again.
This is not what causes that error; I have no compile errors in editor or on the phone. Addressables simply shows me these Errors on iOS only, for...
Same — I keep getting content build failure with my addressables on iOS (after SBP error and some other red flag messages from visual C# computer...
Yeah, this is for a simple 2D game with unlit shaders -- nighttime effect for a map screen.
I'm fairly new to shaders and have just started making some simple unlit shaders. I'm trying to make a "nighttime effect" shader, and so far I've...
So what's being said here is that you're actually calculating the difference between where your eye is and where the light reflection is, and...
Newbie to shaders here. I'm having trouble understanding what the Unity Shader Bible is trying to tell me (not for the first time, alas -- this...
Yeah, the final line in the vertex phase in that book code is: o.binormal_world = normalize(cross(o.normal_world, o.tangent_world) *...
Thanks. That book could use more explanations like the one you gave, although my spatial perception must be bad because the lines in the "correct"...
So, brand new to making shaders, bear with me... The Unity Shader Bible (which, IMO, has a lot of important information but is pretty poor at...
Same, bumping. Even after I compile and update the addressables package to match the latest build, this is happening now.