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Currently working on a mobile Sound Analyzing project which is built on Android and iOS as well. The project is being developed in Unity. The...
Yes, I tried upgrading to the 2020.3 LTS version and the same issue persists. It's not an Editor issue in my opinion. It must be some...
1. Unity 2020.2.1f1 version 2. Built from Windows to Android and from macOS to iOS.
Hello everyone! A week ago I created this thread (link below) regarding a crash report I encountered when I built a project with IL2CPP backend...
After almost a week of struggles and a lot of debugging I found the problem. In short, the crash was caused by the Unity.Entities...
Anyone?
Hello! It looks like I'm having an IL2CPP issue. When building my mobile project to iOS, the build is successful but when the game starts on the...
Thanks for the response, Can you please show some sample code on how to reference these functions statically?
Hello everyone! I'm using Unity version 2020.1.2f1 for a WebGL project. Now after the WebGL app is built and run, it opens, everything looks...
Hello everyone! I'm curious if it's possible to merge faces of a ProBuilderMesh at runtime? When I create a Mesh with this code: quad =...
Thank you @Gublu , this solved the issue! :)
Hello! I would like to change the Render Face property of the materials that uses the Universal Render Pipeline. Now I know how to do this in the...
Hello! We implemented multiple object selection in our custom viewer. We are using the latest Custom/Selection Outline shader and the...
Hey @GSingland, I changed the gradient as you suggested, and it solved the problem! The rendering is now finally the same as on the latest...
Hi @GSingland ! You were right, our project was in Gamma Space, and I changed it to Linear space. Now the colors look correct on subgraphs and the...
I'm sorry @GSingland , I wasn't clear on that. So what I wanted to say is that the shader changes (the overall grey-ish look) are applied to our...
Hi @GSingland , thank you for the response! The rendering did change when I upgraded the shaders, the rendering itself seems the same on our...