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Saving the gamestate isnt something that is handled automatically. You have to script a solution yourself - check out playerprefs for example....
I dont have an own class "SceneManager", but i tried the fix anyway and its working. Thx for the response!
Getting the following error after installing (unity 2018.2) Assets/BuildReport/Scripts/Editor/ReportGeneration/BRT_ReportGenerator.cs(381,41):...
Using the latest Unity version 2018.2.2f1 - freshly installed dev console 2, just included the prefab in a scene, started the game, opened the...
I have an issue with the normal Editor where the content of the Editor Windows doesnt get updated when out of focus. This happens in all Editor...
Blender, Gimp, World-Machine, XNormal, Meshlab, Audacity
Had the exact same issue, here is the answer (just some posts above yours...):
Thanks, easy solution and works fine now.
Hi, first let me say that i am really impressed - its a wonderful tool and i enjoy using it. It was really simple to get the idea and how to set...
Hey, i have some issues with the shaders, not sure if its my mistake by not supplying the correct maps or if its something else. I am working on a...
To make sure its not my system i updated the OSX and Unity to the latest versions (Unity 5.3.4) The canvas shaders work now. I tried this and i...
About the pink screen - this wasnt introduced with the 0.6.9, i am unsure - i think in the first version i had it worked, and after upgrading to...
About the saved file: The sources are assigned, it happens with all textures i work with. I have a normal workflow, assigning the albedo first and...
Another bug-report: When i load a file via the OPEN menu, the preview-maps arent shown at all (no single map), i have to go to SOURCE first and...
I just encountered a real nasty bug: When i try to build my project it stops and tells me that it have encountered scripting errors - in the...
I just bought this asset - so i just had some hours to test it. I am also having strange behaviour with the normal-maps (artifacts while adjusting...
Thats the same calc i ended up with while messing with your shaders =) The whole section should look like this now, right?: if(doGlobalBelnd ) {...
Yes, so the formula would then be Color = lerp(Color, Color * BlendColor * BlendColor.Alpha, BlendPower); wich would make more sense to me, and...
Might be, but if i understand the formula "Color = Color + (BlendColor * BlendColor.Alpha * BlendPower) " in a correct way then if the blendpower...
I have a question about the use of the blend-map / color-map: my understanding is that it is supposed to just blend another map on top of the...