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I'm trying to bake lightmaps and have nice looking shadows from static trees placed on a terrain (this is going mobile so I need performance,...
I'm trying to come with a way to make transition between 2 different world "dimensions" where each dimension has different objects. Example based...
Go to Package Manger, find Universal Render Pipeline, expand it (by pressing on arrow icon) and select 7.3.1 (or whatever version it's there),...
Yup, not here tho. https://realtimevfx.com/t/visual-effect-graph-disable-loop-add-delay/10483/7?u=oen44
Bump
I wanted to create outline shader for my game, without the need to change every material to use that shader. That's where this tutorial comes in...
Loop and delay are missing in VFX Graph. These options were really helpful when using Particle System. Right know I'm forced to use tons of events...
Still looking for a way to fix this. Maybe this is a Unity bug?
I'm trying to update _Fill property of my shader using Material.SetFloat property. It works just fine, however it's not updating in play-mode but...
Could you post what you did that worked?
I don't want to do it that way. I would have to reference every door tile to my player. And there are going to be different types of doors. Using...
Is it possible to achieve same effect as Transparency Sort Mode with Custom Axis (-1, 1, -3) while using Lightweight Render Pipeline instead of...
Check it out https://github.com/MidLevel/MLAPI
Hi, I have this DoorTile script using UnityEngine; using UnityEngine.Tilemaps; #if UNITY_EDITOR using UnityEditor; #endif public class DoorTile...
Huh, had Post-Processing enabled so Transparency Sort Axis wasn't available, had to create new project. Setting axis to (0,1,0) works actually...
Hi, Do you know the best way to create top-down 2D map (Tibia-like) with proper sorting? [ATTACH] This tree is placed on Tilemap grid. Player is...
It worked! Had to do some changes but it works! Thanks!
Oh wow, it does. It's based on light! But why? Or how can I achieve same effect without being affected by light? It's not only Fresnel Effect....