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Thanks for the update guys. After some very quick testing seems to be stable now. :)
Seems similar to the error I'm having in my video. Error isn't always the same but happens way too easy. And it totally locks up Unity. Haven't...
Sorry I thought the link would still allow watching. I've adjusted it now :) [MEDIA]
Here's a video showing everything from scratch... [MEDIA]
Get it here while you can!! :)...
I don't know why but it's working today in 2019.4!! :confused: 2020.1.6f1 is still buggy.
I can't get Umodeler stable in any 2019.4 versions either Start new Blank 3D project. Import Umodeler. Create Umodeler Object Click "Directional...
G'day guys, Is Umodeler working with 2020.1.6f1? Started a brand new URP project with only Umodeler installed. Click on new Umodeler then Cube...
Is it possible to change the Main Shadow resolution via script as well?
Thanks for the tip. Unfortunately it was already on the Camera... [ATTACH] I'm on 4.9.0 btw
Hey Phil. I can't see where to turn this off via script on the Camera. I can access the depthTexture setting but not opaqueTexture. [ATTACH]
Of course I can!! Wow. Thanks :)
I modded the LightweightRenderPipelineAsset.cs to add set to the supportsCameraOpaqueTexture like so... public bool...
I have just upgraded my project to 2018.3.0f2 and LWRP 4.6.0 Currently building for Android. I made my own light weight Glass Shader in Shader...
Bump this. I too want to create a shadowmap only, no lighting needed. I am using LWRP which may be limiting my options some? This seems like it...
Hey guys. 2018.2.16f1 & LWRP v3.0.0 Variables for Vector 2 & Vector 3 are exposing 4 values in the Material Inspector instead of 2 & 3...
Small update. It's working using 2018.2.16f1
G'day guys, Using 2018.3.0b10, LWRP 4.2.0 and VS 2017 15.9.2 I'm trying to create my own Refractor Node for Shader Graph but Visual Studio can't...
Rixly I think you misunderstand the use of Reporting a post. If you agree with his post you don't report it.
So I fixed the error. Hoping it doesn't cause others but I added the following to m_Compilation_Scripts.cs Change line 49 on from this......