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@Virtual-Design-Cafe I'm seeing white pixels flickering on trees in URP when HDR is turned on. Is this a known issue? 2020.3.
Hmm, its not obvious to me how to get a usually tile-able terrain to tile across terrain objects when Lux's procedural texturing is on. Is there a...
@larsbertram1 One thing that would be cool if the Terrain Lit shader's procedural texturing supported using world-space UVs. I'd love to tile my...
Four more: #6: Rendering Essentials in Unity, for Software Engineers. What's the minimum you need to know about rendering and lighting in Unity...
Two more parts to the series: #4: A Brief Tour of the Unity Editor. Before digging deeper, we make sure Software Engineer beginners at Unity know...
Third part: Unity Input System and Movement, from Basic Principles. We go over the basic principles of input and movement, showing code examples...
Ha-- that's helpful! I also had a lot of discussion on this over at HackerNews and indeed the most common thread from Software Engineers who have...
If you're trying to get into game development as a Software Engineer, finding learning materials with the right level of context can be...
Did you ever get to the bottom of performance issues with terrain? I'm seeing similar behavior in 2020.1
I wrote two articles on designing Unity games with ScriptableObjects: All the places a ScriptableObject is stored -- A serialized...
Sorry to resurrect this thread, but I have a question here -- when you say it still uses the IMGUI default inspector by default, do you mean that:...
That all makes sense -- thanks. Yeah I guess loading a scene additively within an editor script / on entering play mode seems about right.
I've seen a bunch of folks recommend using persistent scenes (usually for managing scene transitions, or preloading some states/objects you want...
I actually ended up putting together a writeup on two interesting design choices in the Adventure Game tutorial and ScriptableObjects. You can...
Do you have any plans to update this asset for URP?