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Would you be willing to go into more detail, or give me a reference to something? I'm trying to prevent the ration of sprites during collision
Hey, does this Plugin support Multiple Movie Streams at the same time? IE 2 movies playing at the same time
Are you using multi generic, generics? I had classes inhareted from generics that were defening generics within them selves that were passing...
Bump?
I'm using a Deferred Rendering , and I've read a few articles that when usingDeferred Rendering, and I put sampler2D _CameraNormalsTexture in a...
Nice catch, ill put your findings into the top post
*** Update *** Thank you both for your help, between both of you I found out that: When using a Replacement Shader, its being executed as if its...
Title says it all. I'm using Sprites to handle some lighting effects. Basically I need to know the casting point of my sprite light, for my...
Actualy, just found all the info for that in the docs. Something called keywords and multicompile And canbjust do in a script Shader.setKeyword...
After reading some of kebras' posts, i now understand that a replacement shader has access to everything the main shader has access to... I think...
Hmm interesting suggestions ill look further ibto these to see if i can make it happen
Exactly, and it would be highly ideal to have the shader have acceas to the texture maps and properties of the material. ON that object.. Some...
Wont work. I need to do a main pass that renders the scene the regular way. Then do an additional pass which will render out completly different...
Sounds like in your experience there is no way to do what I'm asking or...?
Hi, is there a way I can tell the a Camera to render the whole scene, and only render objects with a specific RenderType With Out replacing their...
Found out the problem: Looks like unity 4.5 didn't like my multi-Inherited nested generics. Long story short, I went with a Simpler solution and...
I thought too at first, but then I changed the name of the build and the same issue occured
Any Ideas anyone?
***Update -- This looks to have been an issues with how unity was handling generics **** Seems to be related with (612215) Scripting: Fixed...