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I am trying to update some render features to work with Unity 2022. The trouble I am having is that I have a pass that writes into the stencil...
Just opened up a simple script that I wrote yesterday and using static UnityEngine.GraphicsBuffer; was at the top lol
@mat108 Hey, if you are still working on this I have a solution for you. If you draw the opaque render pass, the opaque parts of your gun, after...
I tried everything in this thread, switching back to VS 2019 from 2022 works. Maybe using the latest VS doesn't work so well...
Well, besides that one. When I get a chance I will try it with the renderer matrix and local coordinates just for fun. Edit: Yeah that resulted...
Lol, OK, at least that confirms that I was using the function as it is intended. I am away from my code ATM but I do not think I was setting any...
Can someone explain this behavior to me. I am generating a mesh around my player at run time. I was transforming the world positions to local...
This https://answers.unity.com/questions/383804/calculate-uv-coordinates-of-3d-point-on-plane-of-m.html has a post that explains how to calculate...
Awesome, thanks for your help!
Ok, do you currently recommend 2.8.0?
That sounds like a pretty solid idea. I am using CM 2.6.3
Thanks for the advice. While this is a good thing to know about and I might use this in the future, I do not think it is quite what I am looking...
How did you solve the problem?
As the title says, is this function 01clamped. The docs say it produces the interpolant with the value between a and b.
I am trying to make a specific camera behavior and cannot figure it out. I have a player with a dash/warping ability and I want the camera to...
Yeah, i guess i didn't think of doing the FPS trick on the entire player, model and weapon. I was only thinking of doing it for the weapon, which...
Yeah that is a very good point. I guess i didn't list the option of just ignoring it. I was also just kind of curious if there was some simple...
Wow, I had this question the other day but thought you just couldn't because there wasn't a get accessor. Who knew about .To()
What is the correct way to constantly track an input value, e.g. from a stick used for movement. onPerformed is only called when the action...
Yeah, I was thinking of just making it so the weapon is holstered most of the time, resolving the issue, or just on a collision with the wall and...