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It's fine; fixed locally, just a bit of feedback. Quick question: I'm adding this to a VN, and so far just going with the system voices. I could...
Quick bit of feedback; you might want to throw an explicit error message if the GlobalCache isn't added to the scene; atm it works fine in the...
Yes, it did, thanks.
Quick note; the new one (same as for 2021.2.1), the Demo scenes are all missing a prefab (presumably the RTVoice prefab, since that's the one I'm...
And I guess I've gotten so used to beating my head off the Addressable system that the simple solution didn't occur to me :) var...
I'm migrating a project that previously used direct references to using Addressables. To help migrate things, I build some quick tools to walk...
You mentioned the latest version supports setting a manual Bounding box. How's that done?
Yeah, already looked at setting a material block with matBlock.SetVector("_PositionOffset", t._transform.position); No love...
Thanks. The fire's working nicely now, and I've got some additional optimizations set up (early out if I know nothing's been on fire for a while,...
What's the performance impact of running a system with no active particles rendering? I'm currently using the emission rate to control generation...
Well, you generate the triangle; you can put the surface normal wherever you want.I think I'd be passing a transform and a radius, and generate...
Thanks for looking at that. I saw the notes about better to have fewer particle systems, but was wondering if there is some way to make it perform...
Third that request for HTML5 and Android deployment. Would make a sweet package even sweeter.
Very neat. Nice, clean, code. Framework's easy to extend, and has some very smart ideas.