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Deleting <project-folder>/Library/BurstCache (as @tim_jones suggested) worked for me. Was finally able to upgrade from 2021.3.16f1 to 2021.3.20f1...
Hi CarlosAlba1985, The CM command returns the following: Upload speed = 36.82 Mbps. Time uploading 128MB = 27812ms. Server: xxxxxxx@cloud...
Same issue in Unity 2021.3.0f1. Have a project with a bunch of video files. Can check in only about 2 at a time, otherwise the connection drops....
Ran into the same problem today with a project in 2019.4.20f1 that was working fine 2 days ago. Tried uninstalling all versions and reinstalling...
Update: I found a temporary work around: SgtShadowLayer (which was applied to the Planet sphere to receive the ring shadow) calls...
I am having trouble with SgtShadowRing flickering on and off when the planet rotates or moves. I can reproduce the problem by opening the...
Waited a week, and had to write the developer via e-mail found on their website. They suggested making sure that the rb-minput.bundle had the x64...
I have your "Multi-Input Example" scene working in the Editor with 2 trackballs, but when I publish an OSX App on my Mac, the app is not able to...
Thank you Tomicz for the tip to remove the developer license. That does remove the Vuforia watermark from the app. I am using the Ground Plane...
It looks like the Vuforia logo watermark will always be displayed when using the free license that comes with Unity 2017.3+. I cannot find a...
Spent yesterday trying to solve this problem as a way of getting 64-bit Unity to make use of an old out-of-production 32-bit DLL. Found that...
I don't think that will work. Each sub-bolt that is generated uses the start and end positions at the time the time they are spawned. After that...
Thank you, jjxtra. I found a workaround. If I set the duration of the bolts short enough, and the period between the creation of new bolts short...
Is there a way to have existing bolts terminate on a fixed location even while the source moves? I have a moving object that is emitting bolts,...
Your example scene and scripts have grown stale. They do not compile and run correctly in Unity 5.5.0f3. In the ExampleControllers.cs class, the...
It appears that only the COLOR semantic is allowed. Adding a variable to the appdata structure and using the COLOR1 semantic causes a shader...
No, I haven't tried the other COLOR semantics, but it might just work.
This does seem to be a limitation of the pre-processing that Unity does to convert Surface Shader code into final usable shaders. It still exists...
Can you post a small example?
Thank you for your feedback, Korzen. I did some more testing and you are right, the larger collision meshes are supported (larger than 65535...