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Try calling StaticBatchingUtility.Combine() on your root node. For me the problem was I was adding UV channels (from another editor script), so I...
The built-in standard surface shader can be set to opaque or transparent using the 'Rendering Mode' option, for example see this thread...
Didn't know that, thanks
This explains how to have several custom UV sets in a standard surface shader (using mesh.uv2, mesh.uv3, etc...) I'm posting this because I'm...
I was getting it because an empty UI object containing a Text object had a width and height of 0 (scale was default, [1,1,1]). It didn't even have...