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Note to those experiencing this: I fixed this by making the file readonly after adding .csproj and .sln entries. Unity Developers, I have no idea...
Anyone solve this?
If you did f- up your whole project, just change the compare function to (int)CompareFunction.Equal and then remove it, and add the code that...
Until today, I did not know that you could assign a value to an enum. And I have been using them for 3 years. I started opting to use strings...
Something really beneficial for you all to know. You can make your own obj. Its just a text file. No need for 3rd party applications and this...
This is happening in 2019.4.38. Telling someone to upgrade to the latest version of unity to fix it defeats the purpose of LTS. This is a highly...
Just to rebang the drum What Nuvix said, is confirmed the correct Solution.
A few quick rules for you to follow to help you and future ComputeShader users to wrap your head around it. After calling...
If you are like me and find the name "TextMeshProUGUI" syntactically ugly, I created a quick workaround that turns it into just plain "Text":...
What I have done as a workaround, is put all my shadows in a prefab, and spawn them in any time the shadows need to be enabled, and destroy the...
bump
Its simple. The mixer isn't yet initialized by the time unity calls awake. So settings get overwritten. Any of make a game? Then you know how...
I am sorry, but this is completely false. Gpu shaders do not limit you from achieving this result. To the asker, I will provide you with piece of...
Blows my mind that unity didn't create this already: 1.) Create a script named SortOrder. 2.) Replace the code with this. 3.) Drag and drop it...
Correct Answer
But OnDestroy does not solve the question at hand. The reason we have OnApplicationQuit, is to help us differentiate between the various types of...
An alternative is just instantiating empty game objects to originate and terminate from your particle at an interval. Albeit not a great...
ultimately it boils down to creating your own post shader, and processing the pixels in the distance to have more strength.
At start, its not an overly large issue how you get your objects. And when dealing with instantiated objects that need references to a static...
Yeah not sure what the point is to telling the world you fixed it by creating a shader and then not sharing it. Thats kind of rude.