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Curious if you figured this out yet? I'm having a similar issue.
Hmm, don't remember unfortunately but I'm guessing I ended up dropping it / trying another approach.
For anybody playing at home, got this working by turning off HDR on the camera and making sure to include the postprocess shader in Always...
We recently created a custom postprocess effect that uses the alpha buffer. It works on PC but we've found that on iOS it fails to work. It looks...
Reviving this thread, wondering if anybody knows for a fact whether there's a performance impact from having StencilComp=Disabled vs not having...
Narrowed it down to this code: //stretch values so each whole value is one step towardsLight = towardsLight / _StepWidth;...
Have a custom lit shader that works fine on all devices except on iOS (Metal, iPad Air 2) where sometimes (but not always) it turns fully black....
Ahh, thanks. Yes, can confirm that upgrading to 2019.4.25f1 fixed this issue and no longer auto-checks out those files. Unfortunately upgrading...
@maximeb_unity - I'm on 2019.4.22f1. Yes, it's a local package under the "Packages" directory, namely "Packages/com.unity.formats.fbx/". I'm not...
I believe I'm running into this issue as well, or something similar. Have a local package checked into Perforce but it keeps trying to check out...
Any updates on this? I went from Unity 2019.3.1f1 to 2019.4.22f1 and my script compile times went from 10-15 seconds to 80-180 seconds. :( EDIT:...
So I've got a portal setup where I use a stencil mask to define the portal area, a second camera rendering to a texture, and a postprocess script...
Wanted to bump this thread since it's been a couple years. Any updates on whether Unity supports P4Ignores now or any time soon? I'm on 2019.3.1...
Update on how I've been using this. I quickly found that it refreshing OnHierarchyChange was way too often (and sluggish) for me and also that for...
Hmm, yeah that's basically what I tried with EditorSceneManager.MarkSceneDirty(SceneManager.GetActiveScene()), but it hasn't been working. (I'm...
Did you ever figure this out? Having a similar issue (here: https://forum.unity.com/threads/addpersistentlistener-not-saving-in-scene.860011/).
I'm using AddPersistentListener in script to dynamically fill out a UnityEvent in the editor (not at runtime). It's working correctly and properly...
This is super cool. I've been using this old Signals plugin (which basically uses SendMessage) for doing event scripting and it's gotten pretty...
I'm experiencing a similar issue where it is resetting the collider bounds but I haven't tracked it down to when it happens (in this case it's not...
Disabling "Script Stripping" ended up being my temp fix for the build issue. Another issue I came across is mesh colliders stop working because...