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Thanks @toddw ! I was getting a 80B gc.alloc every frame and thanks to your post got rid of it replacing the `OnControllerColliderHit ` with a...
I used the above approach but instead of instantiating the `InputSystemUIInputModule` I get it from the current event system like this: `module =...
Ok, figured it out. I was adding an URP output node, but failed to add a "face camera plane" block.
Trying to setup a simple rain volume to follow the camera. Used a Set Position (Shape: AABox) and an update Tile/Warp Positions with the same box...
:) Thank you for your answer, you're right about the separate "source" object and that's what I'm doing. however there must be some additional...
UPDATE: I had mislabeled my shader variables, so the software and shader versions had 2 params switched ♀️ Hi, I have a vertex displacement...
1) I heard somewhere that if you want to use PlayerInput and PlayerInputManager you can't use the generated c# action map code? Is this correct?...
Found this, unless something changed in the last years around it, looks like global variables might be my solution:...
Hi, I have a shader that does some vertex projecting/transforming, it has a dozen parameters which I tweak all the time and transparency. I then...
Hi, I'm using a simple triplanar shader using the builtin triplanar node. However I also wanted to have an alternative version where the color...
Thank you for taking the time to explain all this. While researching this, I've seen in other threads (mostly about golf-type games where a camera...
Thanks, but they all seem to use the mouse for free look or rotating the camera. I have figured out that what I want 99% of the time is Lock to...
Hi! I want a follow cam, but the "3rd person follow" isn't working for me because my camera is rotating with my playable "character". I've found...