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Make sure to not only assign your pipeline assets in the 'Graphics' settings of your project, but also in the 'Quality' settings (for each of the...
Your first statement is correct: Our eyes don't distinguish between real world colors and colors displayed on a screen. We gamma 'correct' images...
The final colors (and textures) you see on screen are always gamma-corrected. Choosing gamma or linear space does not affect this. The only...
Make sure you don't have any indirect lighting (environment lighting) in your scene. You can alter this in the light settings...
I just tested it in 2017.3.1p3, the bug still persists ;)
Reported as bug: https://fogbugz.unity3d.com/default.asp?1008346_295adf2d5mvgu7ac
Ah, thanks for the workaround! I've now got a new favourite application to open when I get to work in the morning, great improvement compared to...
The following error message is displayed when I try to open an existing project in Unity Hub: "this.recentProjects.find is not a function"
Also, when working with 'normal' shaders there's a macro you can use for declaring textures without sampler ( UNITY_DECLARE_TEX2D_NOSAMPLER), but...
Thanks for your suggestions! Copying the textures in a texture array and using that array in the computeshader definately works, but the overhead...
Hi! I'm trying to blend a lot of textures together using a compute shader, but it fails when the number of sampled textures goes beyond 16. I'm...
I'm having issues creating temporary rendertextures with specific mipmap settings. I create these rendertextures with settings defined by a...
Hello @ryanc-unity. Thanks for your reply! I'll try the patch and see if we come across this bug again (for now it seems fine...).
Collaborate fails to correctly synchronize scripts when they get renamed and changed 'at the same time'. What happened: 1) I made some changes to...
If you're using WWW, try https://www.ipify.org/ (for example new WWW("https://api.ipify.org")). It has a well-documented API and works quite fast!
You can find my project in the attached file below. It was created in Unity 5.3.4f1, tested on android 5.1.1.
The 'BarcodeCam'-script is all you need ;)
I've got it working on PC and Android (5.1.1) using Unity 5.3. The 'UnityDemo' from the ZXing.NET source repository worked out of the box for me...