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Anyone elses opinions?
Speaking of xNormal, I've seen some people say you need to do y-negative for the normal maps to export properly from xNormal... and other say...
I'm always a slow updater, I want to make sure things are fairly stable, Still using 3.4 for that reason. With that said, how is the current...
Would appreciate some help on this plz
Anyone?
I'm using Unity 3.4 still at this point, so none of the 3.5 particle features. So for example lets say I have a projectile that leaves a trail...
I've tried messing with every individual setting that I can think of and nothing is working... I'm completely at a loss. If I hit play, then I...
So I've lightmapped my current project, Dual lightmaps, deferred rendering, and I'm still using Unity 3.4. Right now it seems like the...
It's fine to be disgruntled, just be cool and keep it classy or else you are basically asking to be trolled by "fanboys" =) Although I do...
Thanks for the responses. I'll wait on upgrading to 3.5 for now then. But wow, didnt expect such a discussion from this point. I can sympathize...
I'm usually a late updater... I like to wait until things are nice and stable before updating, but I know 3.5 has been in beta for awhile. So I'm...
I am interested... are the changes what you posted? Or is there more to them?
Awesome. I personally probably would not use bump maps for the 2nd UV since that one is more zoomed out anyway, so I'm glad that's going to be an...
Will this work for both bump/spec mapped terrain having 4 textures, and also have multi-UV mixing, both enabled at the same time? Also, would...
That's not necessarily true. Most games don't use parallax for something like terrains because it's too much of a hit on performance. And many...
Please also make sure it supports substances too! That would be very important for the project I'm working on! Thanks
I've recently upgraded to 3.4.2 (after being afraid to move on from 3.3 due to bugs). I'm finding I crashed more with 3.3 before this new...
I know.. what I mean is for the "far" shadow map that gets rendered far away... I'm having trouble getting the settings for that far map to look...
I'm wondering if anyone knows settings that would give an output similar to that of the normal soft shadows? It seems if I drop my shadows...
Make sure you don't have your shadow angles off, I had a similar problem when I tried that.