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Does the bakery have any way to store the directional normal / monoSH to the vertex color?
Hi, i don't know if this is normal but i was trying to bake a terrain 1050 resolution, and is taking a lot of time to bake, i was checking my gpu...
Hi!, is there any plans to support Adaptive Probe Volume? I was testing it on 2023.3 and look really cool.
does this system also convert the terrain to mesh? it could be a nice feature, also export normal maps.
Hello, does Amplify support the application Spacewrap from Meta? It seems that they created a custom URP/Shader Graph branch to enable...
it is possible to use it on world position? for like vr UI?
hi!, Does bakery has something like unity Lightmapping.BakeMultipleScenes function?...
meta is lately putting everything open source
they are going to charge us for comments here
yeah I just found out that they have a specific fork on GitHub for Quest devices.
Godot looks good for vr development but sadly they don't have antialising working on opengl :c, and unreal engine is really bad on phone chips...
LMAO
LMAO https://x.com/andytouch/status/1702013575458410675?s=20
Prob U5?
Is it normal for the GI not to work with unlit shaders? I have already did some bake tests using the same colors and textures, and it seems like...
I'm getting this error when i try to bake the light probes with bakery
Yes, we need to use Vivox and Fmod . Currently, we are experiencing problems when running the Unity audio engine and Fmod simultaneously.
Hi, I just upgraded from Unity 2021.2 to 2022.2.14. I'm using URP and Shader Graph, and I'm receiving the following error when compiling shaders...
If you change the Bundle Naming Mode to Filename , the update a previous build is going to overwrite it, fixing this problem.
The SH baking doesn't work with Vertex baking, bakery is not generating the sh directional texture when you have the vertex light option activated.