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Yeah. Just got this, as well. Still an issue, eh? I decided to go ahead and install it, I guess...
Now that the VR headset market is becoming rather fragmented (I am talking just the standing/roomscale ones on PC -- we had Vive + Oculus, but now...
Anyway, fixed it... Not sure why, for the first time ever, Unity made no indication that there was a compile error, until I went into the Editor...
Anyway, fixed it... super annoying that it made no indication that there were compile errors prior to attempting the build (and no notice of it...
Going to try again and check the Editor log, since no errors are showing up in an obvious way... Okay, it's saying it encountered compiler...
No thoughts? Turns out, there WERE updates going on in the background (KB4023057, KB890830, KB4041691, KB4049179), plus Java 8 update (to build...
Anybody know why an Android build would suddenly not compile (like, not even start -- no error messages, nothing)? I had just done a Build & Run...
Has anybody experienced this problem: I was building an Android app, had everything configured fine, builds were working okay and transferring...
I know the big talk these days is about ARKit and ARCore, but I'm still working in Tango (using Asus Zenfone AR, which for some reason doesn't...
It could have probably been done with Tango (because there are built-in depth sensors), but I don't see how it would be done with ARKit or ARCore,...
Yep... the only way I was able to get it to work was to roll back to 5.6 Then the demo/examples compile fine (I was able to mod one to create...
Another example (same room... flickers/wavers between highlight/shadow effects, vs. flat albedo-only style): [ATTACH] [ATTACH] (notice shadow on...
Anybody know why viewing a mesh from a slightly different camera angle would make a material flicker on or off? Example: [ATTACH] [ATTACH]...
I have an older asset that I am trying to use, and it used to work okay (back in Unity 4.x), but now I am unable to get animations working when...
Should have checked all of the shaders... using a variety (including a custom no-culling one I made) it does look like one of the biggest issues...
Changing between rendering paths did not changing anything (only change came about by setting Legacy Vertex Lit)... none of the rendering paths...
Using defaults (Forward) ... I will try overriding on Camera and see if anything changes...
Weird... still can't see why no shadows are rendering... (what do you mean by rendering path with combination of realtime lights? I have checked...
I will double-check those items, thanks (I did try to override the quality settings to manually specify render quality of the shadows, but not...
For some reason, I can't seem to get hard or soft realtime shadows to appear in my project... I have both Cast Shadows and Receive Shadows turned...