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Bump, would also like to know
I see. Many thanks for your input. Back to the drawing board
Been working for several days, watching every guide possible, and cannot understand it. I want to achieve this:...
2.5 years necro :D I'm sure he solved the issue long ago
As said, the log is clean (we even use PBDs). Only random NullRefs here and there, which are harmless in this context
Bump...
I'm afraid that is not possible. The game loads fine until the main menu, but there's A LOT going on when the map is generated on the main game,...
Desperate for help. We tried everything as we can't get the OSX build to work. The codebase is too large (100k lines) and the builds seem to...
Wow, you necro'd a 2.5 year old thread to promote your overpriced asset. Just wow...
We kept sharing builds and eventually the alerts stopped. No active solution, just patience. Cool, huh?
Many, many thanks for your detailed response
I'm afraid SSAO is not a great solution: I use an orthographic camera to achieve a decent isometric look, meaning I can't use deferred lighting
Most objects move, and the 3d scene can be rotated. Can't R2T AFAIK
Waaaay too high detailed textures and models. This is what we are trying to achieve: http://prntscr.com/fgnej6
I'm afraid the scene is terribly complex (TLDR: low poly environment with cities, 5m faces in total, procedurally generated). Can't bake everything
I would like to have my objects to look like this. Looks like plastic, and I know those are super soft (and expensive) shadows, but that...
3.5 years necro! Impressive! :D
Many thanks! I have answered to your comments and on Tuesday I'll go to a meetup to test the changes :)
Ok, finally updated the doc and changed gameplay flow quite a bit, after reading all your thoughts. Would love new feedback :)
I see the document is not clear enough. I'll refine it and let you know. Maybe do a match example as well.