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Oh, I've also noticed that error, but didn't know it was caused by my code. This is probably a bug in CurveField, but I wouldn't know where to...
Optimized meshes are always uncompressed at runtime. They are not instantly available, which means that sometimes mesh.vertices.length is 0. You...
A few problems with the asset, especially the mesh lightning part * crashes if the mesh is not readable * infinite loop if pathLength is negative...
Same issue, it's due to the unity drawer not properly setting a PropertyScope
Well I took 50 minutes to fix it, I solved the issue. This listens to Selection events, checks if an animator state with an animation clip is...
This is still very much happening. I just don't get it.
As of Unity 2022, you can absolutely delete a gameobject in a prefab variant
For info, the usual way to dynamically limit the amount of particles in the system is to control the spawnrate or lifespan. If you want to save...
Oh, that's smart. I thought it was done with some kind of serialization magic or monster db. Any problems with prefab overrides? I use a lot of...
That's pretty damn clever! Where are the component names stored? Are they shared between projects?
Have you tried just selecting all the graphs and clicking reimport ? Barring that, reimporting the whole project?
Working on a new version that supports the full MaterialEditor feature set, I think some testing will definitely be needed :)
A big benefit is that methods may have "out" or "ref" parameters that are not easily noticeable on call. So a method may be modifying the param...
It looks like it's a three finger drag
Same issue. Stencil is completely disabled whatever I do. Edit: the solution was to copy the code of the Blit method, and replace...
Just to add to this, if anyone is trying to create a nested inspector for Materials: You need to call...
Oh, and to access GetCameraColorBackBuffer you need to extend the URP asmdef with an asmref file
My understanding is that a SRP *may* implement GetCameraColorBackBuffer. This is the case of URP, but I don't know for the HDRP. In the URP...
You can add this component to the lens flare, and set cameraTarget as the only camera that should render lens flares namespace CameraUtils {...
Found the solution! Just toggle the lens flare using render pipeline events namespace CameraUtils {...