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I just found a solution: Don't put it in the CBUFFER segment.
I got this working, but since URP cameras always clear the depth, this is kind of useless for me. I basically want camera stacking, but without...
I found a solution: After the animation is finished, it will enter a new state without a condition. This new state should look the same as the end...
I also encountered this bug. When the animation finishes, and the condition to progress is already true, the transition is always triggered...
Physics in Unity work pretty realistic. When something touching a ground is accelerated, it does not move until the force is strong enough. But...
Now just after writing it down, I found, you can set the exit time manually for transitions to exit. You just don't have a preview. Maybe this is...
I have a setup like this in an animation controller: [ATTACH] State2 is first after State1, so it should be selected, if the conditions are met:...
Right, the problem with this is, when I switch active Scene, the new active scene will update the MultiSceneSetup automatically, so I don't want...
I found an even better solution for me: I just redefined _isMainScene: bool _isMainScene { get => SceneManager.GetActiveScene() ==...
I have a problem with my current setup. I have multiple scenes, all of them declared as main scene, including one or a few other scenes by default...
The problem with this quickfix is, I can't use the meshes as colliders
I also thought about these workarounds. Maybe that's a better way. I guess, `static GameObject GetGameObject(Monobehaviour)` should work as well.
UltEvents is a great library, but there's one feature, that might be very useful, which seems not to exist. When you call a method, which takes at...
I didn't test it yet, but I guess, you need to do #pragma shader_feature KEYWORD_ON instead of #pragma multi_compile KEYWORD_OFF KEYWORD_ON
I just bought this Plugin and it works well for simple use cases, but it seems not to work with prefabs. I wanted to have a scene, which is always...
I finally found my problem. The custom shadow caster pass was wrong.
eI tried multiple approaches, but non of them worked. Here a try with two shader passes: ``` Shader "Cutout" { Properties { _MainTex ("Base...