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I am doing some work related to skinned meshes and I use the Get & Set functions for all the mesh data (SetVertices, SetTriangles, SetNormals...
look into UmaMesh code, it can only handle 4 bone weight at most per vertex.
our mesh every vertex have 20 boneweight, is that possible UMA support over 4 bone weight
d3d11: failed to create buffer (target 0x1 mode 3 size 0) [0x80070057] d3d11: buffer size can not be zero...
I create a skinned mesh and display it in 2019.4.9f1 every thing is fine upgrate to 2019.4.28f1 there is a error : d3d11: failed to create...
sorrry, we use UMA 2.8 actually.
we use UMA 2.9 in Unity 2019.4.9f1, everything is fine, but we upgrate Unity to 2019.4.28f, there is a error: d3d11: buffer size can not be zero...
can i adjust the order of Diffuse Texture decal order?
how does the wardrobe recipe use the share color in base text recipe?
Where I can find the Start Document?
I look into the example, but it only bake blendShape. I want to bake the head to mesh to reduce character skeleton,so I have to break the head...
thanks, I have implement that. Another question, I want bake the head mesh after DNA setting, But the Meshes are build to one UMARender. How to...
I already use UMASimpleLOD,but the memory in mobile phone still a lot. I just want the characters use the same RenderTexture if they are the same...
I just want to optimize the UMA code for reuse Rendertexture. is it easy to do that?
sorry, I didn't find the document about LOD, is it UMASimpleLOD.cs ?
Thanks for your reply! Every avatar create its own atlas texture? is there any method to reuse the atlas texture if they are wearing the same...
using RendererTexture in UMA making my RT Memory much bigger in mobile platform!!!! how to create a character without RenderTexture???
It can't be used at moving gameObject