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There is a much better solution: A much more reliable, clear, and consistent system would be to change it from "install" to "transaction" (e.g.,...
This is disastrous for many reasons: Invading the privacy of end-users (gamers). Encouraging studios to delist/remove their old games from stores...
The article describes a multi-pronged strategy to debugging a deterministic system. Checksums are one of those "prongs", but they occur later in...
I'm working to make my RTS deterministic for the purposes of replays and multiplayer, which is much easier if it only uses fixed point arithmetic...
Low Poly Achieved: [ATTACH] [ATTACH] It was a matter of finding in the code where the vertices are created and making sure that, instead of...
Yeah, wow, that flat shader looks so drab and bland when I compare it to other shaders used on low-poly cubiquity voxels: [ATTACH] [ATTACH] It...
Thanks for the info. Not much of a shader guy so I pulled this one from the internet: http://www.shaderslab.com/demo-90---flat-shading.html And...
Interesting idea. But I would expect that to make the terrain "bumpier" without necessarily creating hard edges (in my Cubiquity example, the low...
Has anyone been able to get a low poly look for Voxeland? Intuitively I didn't think it would be a matter of shaders but mesh creation. "Low poly"...
Was anyone able to get the low poly look to work? I see a lot of talk of shaders, but the other direction to approach this is from the mesh...
This is the support forum for the Destructible Rope & Cable Tool. https://www.assetstore.unity3d.com/en/#!/content/31025 Connect any two points...
This is the support forum for the Destructible Scaffold & Lattice Tool. https://www.assetstore.unity3d.com/en/#!/content/31548 Specify an area...