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Thanks for making the source code available! I was able to modify the editor to process the "narration" asset type I've been using in my projects,...
awesome, thank you! just purchased. Another question - is it possible to use Easy Voice from an editor script? I have a bunch of "narration"...
Can anyone confirm before I buy that this asset still works in unity version 2020.3.18+? I haven't seen anyone complaining but there also hasn't...
Update to my previous post! I found that the issue was present when i had BOTH Opaque Texture and MSAA active. Both of these are necessary in a...
Is anyone still having this issue? I am currently unable to render any transparent materials at all on Oculus Quest, with all unity versions from...
I agree. What i love about URP though is that the non-builtin pipelines are fully visible to me, and i can figure out or modify how anything works...
by 'it' working, do you mean your own grabpass effects, or my example? and can you confirm this is in Android VR using Single-Pass Stereo...
update: I've been extremely busy! I'll do the thing... at some point. Sorry fam ;-; The normal method of planar reflections - with an oblique...
I do, somewhere! check back here again after the weekend, i'm hoping to re-do it by then.
I'm having trouble locating the project files from when i did single-pass stereo mirrors, but I'm going to try to do it again in the next few...
I hereby bump this. I'd be very happy for a custom template workflow.
That makes a lot of sense! Thanks for the knowledge!
Oh and by the way, what's the reason for the difference in directional light shadow receiving between desktop and mobile? i understand the basics...
That was indeed the issue! A script was telling the camera to render a depth texture. Fortunately, that bit of code is no longer important, and i...
Thank you! This is indeed what I ended up doing, with good enough results. I'm still curious though - why does the render to null get trashed if...
So i'm working on reducing draw calls for an Oculus Quest app, and have found that all of my objects are completely ignoring the Mesh Renderer...
I tried manually Blitting to null as in this post (and of course called OnPostRender and OnRender manually because those callbacks only occur for...
So i want to have VR camera, and a camera that's visible on the computer monitor. The computer monitor doesn't need to run at 90fps or 60fps...
Simple Lit. It does less complex light calculations, samples fewer textures, and doesn't do specular reflections and a few other things. It's simpler
I'm about to attempt my first conversion from built-in to lightweight this week, in order to push the quality of our graphics a little further on...