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What's weird about that is that the problem got solved itself. It just happend once all of a sudden. And now it performs as it should. I didn't...
I was trying to destroy all children objects from my gameobject, but got to a problem of "how do I do something when I leave game mode and enter...
Okay, maybe that's not the best solution ever, but the best I could think of is attaching camera to all spheres and then using compute shaders as...
Thank you. That solution isn't bad, but I don't think it's suitable for me, because first of all, I will have lots of such objects, and attaching...
Not gonna lie, I don't understand a single thing about compute shaders, so the main question will be "can this be done or not" and only then it'll...
Any news on the project?
But I've forgot to mention that it was at least creating multiple lightmaps.
[ATTACH] This is how it was looking like. But now I've automatically generated uvs but it still doesn't work.
Scene setup: Directional Light - Mixed mode Light Probes in accessible area Objects with manually unwrapped UV1. UV1 is copied to UV2 (AFAIK this...
Also, the shading problem might be caused by wrong environment setup, if only it couldn't be fixed by baking empty lighting.
For example, here it freezed everything after importing "BurstInspectorGUI". Also, non-preview version is not working with default URP project on...
A little more into flickering bug. It seems like the problem exists because of low value for near clipping plane (in my case it was 1e-05 for some...
Everything that was changed in 3D and 2D projects: [BOTH] Changed workflow from .NET 2.0 to .NET Framework 4.0 [BOTH] Changed workflow from Mono...
It... doesn't work with animations, it changes the pivot point of gameobjects inside a scene, not assets, so anyway...
So hard to use English? Also, the picture is unavailable.
I'm getting so sick of all problems with rotation while importing 3D models to Unity. Previously I tried to ask if it's possible to change...
@StarManta well, that's a shame ._. Actually, it's not that bad solution, but I just keep answering myself why Unity doesn't make any better...
@StarManta sorry for being late. Here's the screenshots step-by-step: [ATTACH] [ATTACH] [ATTACH] [ATTACH] [ATTACH] And I should say - it's just...
@StarManta mhm, I don't really understand why Resources.Load works only at import, but I've tried to use AssetDatabase.LoadAssetAtPath... And it...
Even though I should use it, I still wouldn't be able to access asset Object.class as Animator.class. P.S. I put '.class' to mark it as a C#...