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Thanks, this solution worked for me.
@Yuanzezhong worked for me, thanks!
Awesome, thanks! I'll mess with this technique.
I downloaded the halftone pattern shader found here, and I'm wondering how I can tweak it to make the halftone pattern unaffected by the object's...
Thank you from July 2023!
Thanks for the suggestion. Going from 0 to -1 makes things blocky, but going from 0 to 1 doesn't seem to make too much of a difference.
I have it set to "16:9 Aspect" on the Game tab in the editor. Interestingly, it looks much better when I set it to Full HD 1920x1080 which is the...
I'm having an issue where the TestMeshPro text on the World Space Canvas is blurry. In the editor, it looks really sharp. Any tips on how I can...
After countless times over the years of running into the issue of "Why can't I click this button anymore!?", only to realize that a different...
I am using URP. I changed the number of per pixel lights to 5. You're right! There WAS a light I wasn't considering that was causing the issue I...
I'm having a strange issue on my floor tiles where sometimes a whole corner of the floor tile is shadowed completely. It seems to occur when 2...
Thanks for all your help Gregoryl. I figured out my issue. I was setting transform.position instead of RigidBody.position. For rotation, the...
Moving between the virtual cameras is working great. My primary issue remains though. I activate vcamera 2 (which has a higher priority), the view...
Thanks for the quick reply! I'm actually moving the parent object of the vmCam1. I figured that the vmCam1 would come along for the ride when I...
In my first-person game, I have an FPS controller object with a virtual camera (vmCam1) child set to Body: 3rd person follow and Aim: POV. At...
Thank you Ryiah. I have implemented a form of this solution and it's working well.
I have a toggle in my options for Full Screen. Toggling it sets Screen.fullScreen = true/false. When my game is windowed, the Screen.width returns...
Thank you for this.
Hi all, I'm working on a 3D dungeon crawler, and I'd like to create a shader that uses crosshatch to draw the shadows in the lighting, similar to...
Just in case anyone else stumbles on this with the same question, here's the solution I used based on @Kurt-Dekker 's idea. I placed a thin cube...