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Orb, your profile pic is most disturbing I've ever seen. That is all.
Hi Gang, What's the best way to achieve the effect shown in the attached image? I'm talking about the red circular region with opaque stroke, but...
Hi Everyone, I'm trying to plan a framework for playing split body animations on our in-game units. We need our units to be split at the waist...
Hey dibdab, thanks for your input. Over the weekend I came across AnimationUtility, which lets me extract curves for each of the transform...
Are you using mechanim with an animation state machine? If so, just make sure the transition has 'Exit Time' enabled, and then set an Exit Time...
Hi Gang, We're going to have units that throw projectile weapons at their victims. We want our game to be deterministic, so we can't rely on...
Looking at the download page for the desktop plugin, it says the version number is 2.6 but when I import the package, the README.txt is unchanged...
Oh sorry, our iOS plugin is 2.6 but our editor is still 2.5p1. I'll get that updated too and see if that helps.
We recently started evaluating this. We have a bare-minimum scene with just a camera with a PKFxRenderingPlugin behaviour attached to it. After...
Apparently this is something that people have asked clarification on:...
Hi, I implemented a silhouette effect so that objects behind an obstruction gets rendered with a solid silhouette in the parts that are...
Could you guys not have made it default to 'Off' to match old behaviour? We have a SM with 300+ transitions, which we now have to go through to...
Here's a dumb question! Has anyone tried hacking UnityAppControllerRendering.mm to dynamically pick between apiOpenGLES3 and apiOpenGLES2 at...
Thanks for this Zuntatos, it looks awesome. This isn't an option for those of us in iOS land and who are stuck with forward rendering, is it?
Uh-oh, this requires shader model 3.0 doesn't it?
Thanks Zuntatos! And here I was, thinking I was SOOOO smart...sigh.
Hi guys, We would like to reduce the cost of dynamic shadows in our game, in terms of the extra draw calls. Our game has dynamically-generated...
Thanks Josh, looking forward to it.
This has been happening for me too, and it in fact only happens on 32-bit CPUs. May I ask what release you expect this bug to be fixed in? We're...
use a bitflag: int flags = ( 1 << 0 ) | ( 1 << 1 ) || ( 1 << 2 ) | ( 1 << 3 ) | ( 1 << 4 ) | ( 1 << 11 ) | ( 1 << 12 ); if( ( flags & ( 1 <<...