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Hmm that's easy enough- simpler than rolling my own baker at any rate. Thank you for the suggestion!
I'm pretty sure the answer is no, since https://docs.unity3d.com/ScriptReference/AI.NavMesh.html doesn't mention anything close, but I'd like the...
Makes sense, thanks! :)
Hey, thank you very much for taking the time to outline suggested debugging steps, I really appreciate it. :) In this case the problem ended up...
Hmm, if there's a mistake in the UVs it's something I don't realize is a mistake. Here's the entire map, with the problematic door alcove...
I've been playing around with HDRP's lighting settings, and I've found that seemingly at random, certain polygons (usually inset faces) will bake...
That did it! I had no idea it was a compression issue, thank you!
I've found a really odd rendering issue- if I start a brand-new HDRP project, create a new scene using the outdoor template, and import any model...
That's handy, thank you! If anyone else runs into a similar issue, I finally chased my problem down to editor UX: I was trying to set ambient...
Oh hey, I think you're absolutely right- at least if I pop in an HDRI or some kind of cubemap it absolutely provides ambient light, thank you!!...
I'm working on implementing a very basic day/night cycle using 99% baked lighting, a single realtime or directional light that rotates to provide...
Just wanted to mention that I got it working, the critical suggestion which I totally missed when I did my initial attempt was your idea to loop...
I'll keep tinkering with different approaches, since my current thingie relies on baking each desired UI to a render texture I assumed I'd need...
Unfortunately no, that's the real problem- I'm thinking of using this to mock up a cockpit with a whole bunch of tiny screens and gauges that are...
I'm working on a really bare-bones UI and trying to create in-game digital screens by creating a Overlay layer, placing the canvas I want to...
Hmkay that helps, thank you! :)
I used https://gist.github.com/mstevenson/4552515 as the basis to build a really simple rigidbody drag & drop implementation, and 99% of the time...
I've been playing with URP a lot, and outdoor lighting is pretty simple to get going: directional light for shadowcasting, environmental light to...
That's easy enough to follow- thanks!
I've always made PBR materials in a really simple way- I'll paint/photogrammetry/whatever the diffuse, bake out the metallic/normal/etc maps, cram...