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In theory, if you have everything mapped in world-space, instead of object/tangent/UV space, you won't need to do any backface rendering, and it...
Just adding some updated info here: as of Unity 2021+, you now have the option to render front, back, or both faces in Shader Graph, via the...
It's hard to tell without more info, but it would appear that the issue here is that you are rendering backfaces, which does not invert the...
As BenCloward said, the warning is benign and just letting you know that it is doing some work to throw away extra vector components when plugging...
Circling back on this code snippet per Bastien's response. In order for the artifact dependency to "hang around", you must attempt to load the...
Just wanted to add a little more to this answer for any future folks coming across this thread... You can also use the Attributes...
Just wanted to clarify - I think there's an issue with this code, in that it uses TryGetGUIDAndLocalFileIdentifier to get a string-form GUID,...
Good point, and yes, usually if you are doing any operations between integers and decimal numbers, it'll prefer the greatest precision from among...
Just to provide a little deeper explanation on this... "Floating point errors" are a side-effect of the fact that fractional numbers (like...
Hi! I'm sorry you didn't get any answers on this question for over 2 years. I came across it when investigating some related issues and felt I'd...
Hi ManuelRauber, I believe the issue with this code may actually be with these lines: if (hasColorPaletteRemap) { return null;...
Good call on updating the docs, I've made a request for that to happen.
Default queue priorities are (lower/smaller numbers are earlier): Scripts, Assembly Definitions, etc. Don't set earlier than -9999 Textures =...
This would indeed be very, very useful...
Sharing this for others who come looking: With 2021 you can use this attached script, which creates an Enable Depth Normals RendererFeature which...
Note: importSettingsMissing only returns true if the asset has no sibling .meta file, which isn't necessarily the same as "the first time it was...
I see what you mean - you'd like the ability to customize where UV channels land during import (or to keep them aligned with the original FBX)....
I'm not sure what you mean. Here's an image of a cube imported from FBX (exported from Blender) with 8 UV channels. Is it possible the program...
Just for future reference, here's my "artist friendly" explanation: The first UV channel (UV1 in unity code, UV0 in shader code) is always...