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The dev has talked about setting the legal grounds that if any unfortunate incident where to occur the engine would go open source.
I think there could be some refactoring for the design of Character. Almost all of the boiler plate methods and fields could easily be turned to...
I was just about to check out the latest version, previously I was turned off of the asset by some of the issues mentioned but the next update...
I am trying abstract a few system out, the problem I am having is they are still auto initialing even with [DisableAutoCreation]. Is abstract...
Thank you very much for the informative response!
I have a question related to the design (still very new to ecs). The example characters appear to be based more around trying to mimic a...
I am having a strange graphic anomaly I am trying to figure out. When sampling depth and converting to world position I get inconsistant and...
Awesome that is exactly what I needed thank you!
Specifically I'm reading from URP depth texture to determine if the screen position is sky or not to mask out a post effect. result = lerp(...
I am a little confused on proper handling of sampling the depth. I have seen examples of manually handling reversed depth, examples of calling...
Using more than one FullScreenScreenRendererFeature will break rendering completely. This has been tested with with fullscreen shaders from...
I'm having an issue trying to manually set muscle poses in Unity. I downloaded a project from Gitub...
Ah thanks!
How do you get this package? I can't seem to get it to work, when I follow the documentation to download it just gives me access denied.
Is there anyway to set Stencil operations for drawing a fullscreen pass like you can with DrawRenderers commands?
I cannot take the editor slow downs and hangs that come when using assembly definitions anymore. The new betas do improve on this but still.. this...
So I was randomly searching the internet looking to find some research papers on newer displacement techniques and I came across this and thought...
Check you camera settings, if you have the NearPlane set to really low then the FarPlane needs to be lowered as well because z-fighting issues can...
I haven't dug too much into the deferred renderer yet, but a possible work around could be enable deph prepass and apply your stencil writes in...
If you are using ShaderGraph then I believe the latest beta has some support for BIRP, but I would recommend using AmplifyShader editor as it is...