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This tool works independently of what render pipeline you use to render the terrain, it only helps create it
Yeah sorry I'm not very active on here anymore, haven't really used unity for some years now and I'm currently busy with a thesis. So you're right...
Hi, had a similar report previously but I wasn't able to reproduce it and it went stale. Can you test if canvas visualization works - click on the...
Sure, I'll quickly go over two parts to this. First, structure. Make a custom canvas, where you can decide whether you want to allow loops or...
Latest version I have currently installed is 2019.4, but I've tested 2020 before too, and no problems. Added using package manager with the git...
Just jumping in here to say that usually for any game that uses the terrain on ground level (e.g. FPS) you'd only use the downloaded imagery as a...
Rendering to a render target sounds like a workaround to me, not a solution. Haven't worked too much with GUI at runtime, but GUI.depth sounds...
Thanks for the mail, missed your post. Have finally submitted a new version fixing all of the issues mentioned here since the last update (sorry...
In the typical sense that would require a script recompile, so unless you do some fancy custom scripting language that'd be pretty hard. If the...
Not exactly sure if you need a runtime UI for the user or not, but my Node Editor Framework (link below) supports that (it's a lot more runtime...
Sorry for the late reply. Just like any other window the Node Editor Window is usually only drawn when something changes. I guess you can call the...
Well then what I wrote in my initial reply still stands, no matter what graph framework you use. Maybe there is a better way but that is what I...
Oh I did get you're not basing off of NodeEditorFramework, although I'd wager it is probably just as ready to use as GraphView, if not more so. In...
If you mean the user of the node editor writing scripts to define the behaviour of individual nodes, that sounds quite difficult to be honest. If...
Long time since I last messed with it. I think I went for a surface shader in the end for simplicities sake. AFAIK there I just did; #pragma...
No, I wont. Reason being simply that I haven't really been in touch with the latest developments in Unity for quite a while now, and I won't be...
Sorry, completely missed the notification. From the code it looks like TNode is implementing a constructor. Node is a ScriptableObject, which...
Handled that in my system by allowing to save the graph to the scene, if the ScriptableObjects ARE scene-only objects, they can properly reference...
Technically I'm not sure, since I have not maintained the gist link. It is being used in UndoPro though, which in turn is being used in my Node...
Yeah was made aware of it a while ago but came to the same conclusion as you, found no better fix... Here's the commit addressing that problem.