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I doubt they had a board meeting and tied up as many developers as possible to discuss the splash screen.. ofc I could be wrong.
yes Unity6
before they got rid of the new context menu they were working on I would have said the the ctrl+k search window..which just rarely ever gets used...
Seems to also fix the white background menu/toolbar areas with dark mode on Win10 aswel... much better now. You just don't get active menu...
wait what? April 1st was few days ago I had to double check, this is trolling
Your original post doesn't actually have a link to the asset store page, that doesn't make sense as it is out now. $10-$15 seems reasonable I'd...
They've only just hinted that they are working on better terrain despite the requests for it going back years.. maybe might actually see something...
...and it's staying away from trees, grass and terrain.. nothing too close up, could be a high end mobile game hehe
what ever it was at 50% was a good price... its just I knew it wasn't going to be exactly like the previous clipboard addon I used to use all the...
hmm yeah there is actually...in that image above, its been a while since I checked ASE BIRP shader above.. still the point remains that it's an...
they say the last 10% of finishing a game takes 90% of the time.. you're asking Unity to fix a 0.001ms Size 32 GC Alloc?
So headache with URP still ain't finished, I did manage to get alpha surface textures/colors working without any dithering, which is a improvement...
Just problems with going with URP it's under developed and lacking still, for all the problems you're put through to use it, you're stuck on older...
"personally I hope is does stay native" ..on Mac yes that's understandable, I wouldn't even want to guess at the ugly future of Windows there...
Yes this would be fine considering most the bugs aren't on Windows aswel. And unlike where the dark theme context menu actually looks pretty...
where and how? none of this looks like its documentated anywhere and it all just looks under developed and broken to me.
[ATTACH] You don't seem to get what I'm saying... I don't want the shadow to be a solid bock of color of whatever shape the 3d model is... I want...
Maybe some setting combination or custom shader input I'm missing to achieve something that looks better than this in URP.... [ATTACH]
yes but the actual color/albedo surface of a transparent area on the material isn't some ugly dithered look in BIRP which doesn't seem possible...
bumping this after 3years... as I've yet to find a way to do this with URP shadergraph.. nothing but ugly dithered alpha and dithered shadows......