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Hi all. I experimented around with this a bit more. I could not believe it but it's actually works right this way. When there is a dividing line,...
Hi thank you for coming! I am having some difficulty with the result of the max node. Here is my SG: [ATTACH] What this shader does is: Having...
Cool! Thank you sooo much! I will then try my best removing all the eulers in my codes. Thought they were so handy!
Thank you so much for the explanation. I may be wordy, but one last thing to ask. Is it normal to have this behavor: "Consistently setting the x...
Thank you for the reply. I can not read the link you sent to me because of authorization problem. But If you would, could you answer two very...
Hi all. I am using editor version 2021.3.7f1 The behavior is when I rotate an object along x axis using eulerAngles/localEulerAngles in...
Please does anyone know the answer to this? Thank you!
Dear developers. I am trying to access the individual color component(R, G, B) of a special texture I created for mapping. The special texture I...
This is amazing. I love it. This is a game changer if you would publish it. I have been frustrated with cloud system for my game and I bought...
This video is so brilliant. Thank you for sharing. It's just a perfect fit for my situation. The video's title is too humble lol. It does...
Thank you for the reply. It's been a long time. I was pretty new to the forum so I could not find my own post and then I figured out the problem...
Hi all. Thank you for coming. I have noticed that after vertex deformation, all the shadow (also the normal node) are still calculated based on...
Hi all. I am using a CinemachineFreeLook component for my game. It works great except the camera will goes into the ground if the ground behind...