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While I do understand that you guys at Unity are looking into localizing your editor frontend, you don't seem to realize that you still have to...
Oh sorry, didn't notice your answer there before, and stubbing the unet dll is another way of doing it of course. Anyway, personally I always...
This error is common currently when having any class that's deriving from NetworkBehaviour in your project together with the incremental compiler...
[ATTACH] Well, this. It's like as if the splats are rendered with lowest mip level, only some detail returns if you go very close with the cam...
Found the culprit for my case. The project was still set to .Net 4.x Runtime after a test I did before incorporating MS. After setting back to...
Thank you. Just to keep you updated meanwhile, I got good and bad news. Tesselation worked for a short while after installing the MS update that...
Hi @jbooth, I've got two things today for you to kindly look into. I've set up MegaSplat in a Unity 2018.2.5 project (DX11, HDR, Linear, Deferred)...
I's wishing for something like this for quite a long time, but until now couldn't find something that I'd consider fitting my needs. This has...
Hi friends, if you got the same problem with TargetException: Object does not match target type. here's the possible fix for that. Open the file...
You can't rig it directly in Unity because it's not a SkinnedMeshRenderer that Unity uses for these cases, but have a look at my post above yours,...
[IMG] Hello people, the last couple of weeks I've worked for my current project on a workflow and scripts for rigging a PicaVoxel object using...
Hi folks, I've adopted the Terrain Forrest shader and added a couple of options that I thought could also be useful for some of you, so I'd like...
Welcome. Maybe add a message in the inspector that first a collider has to be added - only if none is present of course - with Alt+Click (or maybe...
Hi there, just imported and tested STME following your Quick Start Guide and everything works good so far... but there always has to be a 'but' in...
Sorry, didn't make that clear enough. I meant the effect that can be seen before actually entering the wormhole at the beginning of the sequence....
Nope :/ Just found that you're doing the displacement in the component, but Granite only works with shaders.
Yes indeed, one texture for color and one texture for the normal map in one material that has the Granite's adaption of the Unity standard shader...
And a question for you Carlos (being a space effects expert): Do you see a way to create a wormhole effect similar to the wormhole in the...
Hi Tom, right now I'm looking into modifying the RTP shader for working with the Granite texture streaming solution for global color and normal...
Hi folks, sharing my impressions with a test I did were Space Graphics Toolkit works together with the Granite texture streaming solution. I've...