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Just came across the module documentation; is the change to class (reference types) a given?
Hi guys, We do fog not as a constant color but as a blend to skybox. The skybox is rendered out to a texture with a separate camera, so that we...
As an update: I did manage to get the build working but out of the 128 keywords I identified 70 or so that weren't in my project, related to...
Agreed, this is a big issue for us as well. Guess there's nothing for it but to clean up our shaders, but it's a patch at best since we use...
I built again using 5.3 - the keyword limit doesn't block the build; in fact no shader errors do. Is there a way to re-enable this for 5.4?
Hi, I'm trying to cut a build, and I'm getting a bunch of "maximum keywords exceeded" and psize0 max registers exceeded errors. I distinctly...
After more experimentation, EditorSceneManager.OpenScene (I can't speak for the SceneManager yet) requires a fully-qualified path including the...
Hi, The docs on SceneManager.LoadScene (and its suggested editor counterpart EditorSceneManager.OpenScene) are a bit sparse in terms of exactly...
Hi, We're making a big open world but have several interior spaces. Our lighting needs aren't to the level where we need to bake lightmaps, but...
An update: I found that this issue was due to SVN tools not being installed (they're not included in the default Tortoise install). Doing so...
Hi, I'm really excited to get my team up and running on this. We've been using Tortoise SVN for a while but the "Holler Lock" we've been using...