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That's disappointing. Thanks for letting me know though, I will probably check that asset out.
When I bake lights that illuminate a mesh that has a material using a normal map, the normal map gets "washed out", i.e, the texture looks...
This was the problem. Now I run EditorUtility.SetDirty() after each change in the custom inspector and it works as intended. Thanks.
I don't have a problem exposing the fields I am after in the custom inspector, that's working great using (Car)target. It's that the fields in the...
Lets say I have the following two classes: public class Car : MonoBehaviour { // many fields } [CustomEditor(typeof(Car))] public class...
Hello. I want to thank you for this free and amazing asset. I have made my own Bezier cubic curve and I am looking at your code to get...
Thanks for letting me know. Seems like a real bullshit problem - it doesnt seem easy to remove completely. I tried changing the bias in the...
I see these shadow artifacts appearing at the corners of meshes. I see it in all versions and in all rendering pipelines (the effect is more...
I am importing my character as a sprite sheet and making the animations under the animation tab in Unity. What is the best practice to make...
I have several layered backgrounds in my game, placed at different depths from the camera depicting hills and such, which are quads with textures...
I am using Unity's post processing stack v.2 as well as my own shaders that I run through OnRenderImage(). At the moment, the custom shaders are...
I am asking because I want to understand better what is happening when I import animations. I understand the difference between generic and...
When I import an animation of a character that I've done in Maya, why do I have to choose animation type (generic, humanoid etc) under the rig tab...
Here is a video to show you what I mean. Most of the times the Raycast works but occasionally the box will just go through the collider. [MEDIA]
I am playing around in Unity trying to make my own simple collision system using Physics.Raycast() to determine whether a collision has occurred....
@Baste Thanks for your input. I was able to do what I wanted by calling the .MoveNext() every frame in the end. I was only playing around with...
Yes that is what I am trying to do. What I fail to understand is how the StartCoroutine can call the IEnumerator in the Update() function and not...
Yes this is the part of code I am interested to know more about. Because if you write it like I did in the example, the whole IEnumerator will be...
I want to understand, in more detail, what MonoBehaviour.StartCoroutine() does. I understand that it starts to iterate over a method returning...
Imagine I have a single gameobject in a scene and I add a script containing something like this: void FixedUpdate() {...