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Hello, I am having some trouble running SimpleSQL with System.Data. When I install the plugin and enable System.Data via the "Optimize" dialog, I...
Makes sense. Seems like a major package manager limitation. Anyway, I now know what to do if there has been an update to TTM 2021 and I need to...
ok, I followed your instructions and it worked. Thanks. Maybe the issue is that despite the asset being called "Terrain To Mesh - 2021" which...
ok, thanks.
I did. Since I am using 2021.3 LTS, I followed the instructions where one clicks on "Copy Shader" on the .shadergraph file and then executing...
Yes, I went to the Quick Start sample scene and converted the terrain and got the following. [ATTACH] I don't see any errors in the console....
Hello, I am using this asset with Unity 2021.3 LTS and URP. I followed the instructions to remove the shader errors and this was done...
thanks!
Thanks, that was helpful. still wondering how much ssd developers realistically need especially if they’re using a lot of asset store assets.
Trying to decide between two laptops which I'd like to use for both game dev and playing games. (although game dev is the primary goal). Besides...
Hello, I am having a similar issue accessing the support channel. I DM'd the Githubbot with something like !verify 2424342 (based on order...
Hello, I am trying to paint a "FlowMap". I've attached an example below. [ATTACH] In case you are not familiar with a FlowMap, it is used to...
Hello, anybody here?
Hello, Is the Universal Render Pipeline (URP) supported?
Hello, does this new version support URP? Please see your comment #336. If yes, it might be a good idea to update the main asset store page with...
Hello, I am using Megafiers - 2 in the Editor and applying modifers to a GameObject. My question is whether it is possible to save the modified...
Hello, In HandleHitPoint is there any parameter that indicates whether a consecutive set of hitpoints are part of the same click-drag? This would...
From line 372 of P3DScreenBase.cs, it has finalRotation = Quaternion.LookRotation(-finalNormal, finalUp); and looking up the definition of...
I found the Mesh issue. In the IHitPoint component, I was calling MeshFilter.mesh which apparently makes a copy of the mesh. Calling...
ok, I got most of the above working by using the Point rather than UV approach and doing the whole mapping from world position to local position...