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I would also like to know what the recommended alternative to the old hybrid approach is. I have an older project that I want to update to 1.0,...
After looking for it it in the documentation and scouring the forum, I wasn't able to come up with a satisfying answer. Earlier versions of the...
Ok, since this is the closest thread I've found relating to my question, I'm just gonna ask here. Can an object like this, with a Renderer and...
Not really, unfortunately. One of the issues of the official version, mentioned in the UniRx repo, concerns IL2CPP builds on iOS, which I have...
Historically there have been some issues with the official(?) implementation of ReactiveX (found here) and it's compatibility with Unity. This...
Hi, I just wanted to add another solution to this thread. It requires no third-party tools, and while it's not the fastest in terms of raw speed...
I'm assuming you're talking about the regular gameobject Rigidbody component, in which case no, you cannot interact with managed code on the main...
(Disclaimer: Opinion) This might not be a solution to your problem, but I agree with the notion that you probably shouldn't need to destroy the...
Mmhhh, after integrating it properly with my systems it works correctly, seems it was an issue with the system update order. Still, if anyone has...
Hi, I'm working on a game with isolated levels and I want to be able reset them quickly, either on death or by player input. I don't want to...
When using static methods on the System some functionality like GetComponentData is no longer accessible. Alternatively local functions inside...
I think Unity.Physics is a good example to look at, but keep in mind they're not using the most up-to-date ECS version. Take a look at how the...
Bump. Having the same problem with URP. I have some meshes in a subscene that do not recieve the correct environment lighting when starting the...
Without knowing which of the images was SEGI, I far prefer the bottom one. The indirect lighting just seems so much more "tight" and accurate....
"The problem is that SEGI doesn't support non-deferred shaders. Shaders that need their own custom BRDFs like the skin shaders you're using need...
It's a DX11 shader, just read the description, it's not that hard...
Guys, I really wouldn't bet on using this for VR. In a few years maybe, but definitely not in the near future except for some extreme edge cases....
I strongly suggest we keep this thread about Sonic Ethers GI, including feedback, suggestions, questions, but not much else. Im pretty sure that...
I think realtime GI with reasonable performance is already great, but being able to quickly bake lighting is huge as well.
You could probably use it if you wrote your own shader, but since you're new to unity that's not an option I guess. Google for "unity object...