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Tried the new version with cut-off and it works for transparent objects using cut off but works very odd for opaque since I am using the A channel...
One thing I noticed, when I enable layermasking the transparent objects with alpha clip get their outline around the planes they are mapped on and...
BRILLIANT! I was on an old version and hadn't realized it was added in the latest one. Amazing as always, thanks!
Is there anyway the outline pass could have a LayerMask feature to ignore outline on certain layers? We have a opaque pass for transparency...
Yeah it was just a stupid mistake on my end :) I'm sampling from a smaller texture so it can stay uncompressed without issues.
I figured the problem for me was that the texture was compressed. I switched to uncompressed and it started working. So I most likely need to...
Trying to use GetPixelData to pass to a Job system when I finally realized that GetPixelData returns NaN as alpha channel. It works with GetPixels...
I figured it out and you are correct. This is how to loop an 3D array to flatten it to be able to use SetPixelData. int index= 0; for(int z = 0; z...
I'm working with 3D textures and trying to use SetPixelData but not really sure what order it expects the data to be in. Let's say for a...
Nope ignore that, it was creation of temporary native arrays that was slow.
I'm working on a voxel grid and I'm raycasting around 600k voxels in 26 directions to create a voxel based AO. Everything is working well but...
Ok, well that is ok. I was trying to build and it just failed but doesn't seem to have been related to version being depricated. Something must...
Seems like basically all unity versions up until latest LTS has been deprecated. Why? The service got pricing and all old versions got...
Just learnt that I had to force them to non convex, wait a few frames then bake the mesh and swap them back again.
Have the same issue. Seems like when enabling transcoding video does not run on Steam Deck.
I found the issue to my problem, TextMeshPro wasn't defined when switching over to GAMECORE (xbox series x). Added the define and everything...
I got this error as well, put it in a #if UNITY_EDITOR define to solve it. Some miss from the developer in the latest update.
I'm targeting Xbox Series X (UNITY_GAMECORE) and when doing so the only target for I2 Localize is Prefab. Breaking all my labels localization. If...
I have a custom shader that spits out a error and I can't really figure out why. Fragment program 'Fragment': struct variable 'UnityPerMaterial'...
Any changes to this. Seeing the same issue on Nokia G20