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Here you go. I attached a repro project.
I've tried enabling Extra Padding [text no. 2], and it got rid of some letters appearing malformed/too thin at times, at the expense of added...
Alright, I've tried more presets, and it looks best with bitmap prerendered at 12px. Too bad there's some kind of bug present that won't let me...
Thanks for the reply! Yes, unfortunately TextMesh Pro looks very similar (the bottom one is TextMesh Pro with 16bit SDF, font import and material...
Hey. I've been trying to get unity to render UI text as crisp as possible, but I just can't seem to get it right. I've tried dynamic setting,...
[IMG] Available on the Asset Store I wanted a tool that would allow me to not have to manually create animation clips, or have to find real...
@SteenLund I tried it out in 5.5.0f3, but the boolean is still set to false during on scene loaded callback. My code: public void...
Hey there. When I break up a batch (change one sprite's shader for a moment), pixel snapping seems to change somehow. You can see it in this gif:...
Hey there. I've got a mesh that requires concave collider, so I've set one up. The thing is, raycasts don't work against it. It behaves very...
Hey there. So, I am using GrabPass to achieve some nice looking, but still cheap effects. The thing is, there's no skybox grabbed, only the...
Even though I really appreciate that the free version of Unity now has all the features the old Pro version had, I really cannot overlook that new...
It's too complex :/ #Edit I am binding most functions from C DLL, so it looks like this: var omesh = new Mesh(); var vertices =...
Hey there. I generate a mesh at runtime. When I assign vertices, normals and indices (triangles) to my mesh, and call RecalculateBounds, it...