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Hey I'm also stumbling on that. Did you find a solution with PlayOneShot or did you go with Play?
I'm curious, how do you do that?
Now if you're wondering what for, it's because I have several "profiles" that I want to switch to automatically between two bakes that are queued up.
Hello, I need to change the HDRP environment static light settings through an Editor script. These are the settings that you can find here:...
Ok I need to take a little bit of time to understand all this. In the meantime, I'll stick with my manual override and if things get out of...
Yes, that's it. I modified the template in the Library's PackageCache and there is no glitch any more. Now I need a way to make it "permanent"...
Hey @SebLagarde, I suspected this commit to be the "issue" for me indeed since it corresponds to the 10.4.0 update of HDRP. The idea of having...
EDIT: The issue is updated because it's apparently inherent to Unity's design.
When you create two meshes that have overlapping faces and set alpha threshold and alpha below the threshold on one, it's not rendered properly...
I'd like to bump this topic since it is not a minor HDRP bug imo and I'm not getting any update on the bug report:...
This bug is major for me and kills my game completely. I'm creating a small reproductible to submit a proper bug report.
I have a weird bug since 2021.1 in my shader graph. I'm using alpha and alpha clip threshold to mask a mesh but it glitches out: [ATTACH] Two...
That's great news! Can't wait to hear more about this.
Or you can use version control and not worry about destroying anything ever again.
You can try "reimporting all" after upgrading, it worked perfectly for me.
Reimport the prefabs fixed it.
To the left, the prefab when I open it in isolation. To the right the prefab in the scene and in the inspector when selecting it in the Project...
This happened because I had a sphere collider with "Infinity" as a radius. Very weird but fair, Infinity values are risky when math calculations...
Hello, I'm using RaycastNonAlloc in my code, and for some reason, since 2020.2.3f1, it doesn't detect BoxColliders unless they have a Rigidbody...
Are there other benefits in using forceRenderingOff appart from the separation of responsibility? (like not displaying renderers that were set to...