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Hi! The HDRPInvisibleShadowCaster package in this post should do the trick for you. :) If you're also having trouble with the preview materials,...
Hi! Yup, depending on which materials aren't working properly for you (some versions of the HDRP pipeline don't know how to convert the preview...
Yup! You can select any transforms on your model as cut points. Just change the fields in the window from the autoselected shoulders/neck/head...
Hi! The material I linked in this post should do the trick. Please let me know if not! :)
If you mean the preview materials, it looks like the HDRP wizard doesn't know how to preserve their colors when converting them. Here's a package...
@unicat Here's an HDRP material that will work with Unity 2022.3.5f1.
Thanks for the heads-up! I'll take a look.
I'm not sure what would be causing that. If you send a copy of the character prefab you're trying to convert to support[at]codebison[dot]ca I can...
Rev1 would have the same functionality it has currently - creating a prefab with the same structure as the original. Once that's solid, I'm happy...
The current version on the asset store isn't in a state that would be convenient to use in an automated workflow, but I started a refactor last...
Hi! As implemented, the preview materials do need to be in a Resources folder. I should do something about that though - thanks for bringing it...
Hi! The invisible material included in FPS Mesh Tool worked fine with URP, but testing it just now it looks like that's no longer the case with...
Yes, arms created with FPS Mesh tool will work fine with this. The only possible hurdle you'd have here is that you need humanoid rigged...
Oh wow, no kidding - that looks crazy! Are there maybe multiple copies of the character mesh in place at runtime or something? The actual...
It sounds like UCCFPSMaterialController might not be properly configured on some of your characters. Most of the time it properly detects what...
Hi, Hands cut off like this would have holes where the wrists would be, so you'd need to cap those with something. Your best bet for VR hands...
I've just submitted a new version that should make UCCFPSMaterialController handle your multiplayer use case cleanly. It should be approved in...
You can actually do this already. You can specify any bones you want for Left Arm/Right Arm. If you set the wrists or elbows as the left/right...
Hi, Thanks for including the details of your use case. As it stands, UCCFPSMaterialController will only work with UCC, since live material swaps...
Can you explain a bit more about what you mean by the body being masked off? Do you mean it's completely missing from the resulting mesh? If so,...