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Really looking forward to this. I've been very hesitant to even consider moving to any of the new renderers because of the current state of...
Thanks, that post is useful and good to at least know that it's intended. Our strings are in a localisation system so I can probably write...
I just updated from Unity 2018.3.10 to 2018.4.4 for xbox build support reasons and at the same time textmeshpro seems to have been updated from...
I submitted a bug about this at the time, but I was told that it was working as expected. We ended up ditching baking altogether because it was...
Is there any chance of another solution to this issue of Visual Studio not being able to find the text mesh pro namespace? I really don't want to...
Yeah, that is the line doing all the work. The other other thing I changed was setting o.Alpha to 1 and adding the _BaseColor. I forgot that you...
I made a quick surface shader and added a lerp to the albedo between a base colour and the texture colour based on the texture alpha, is that what...
Do you normalise your normal before passing it back? I think I ran into a similar issue where I forgot to normalise it and so it was sort of...
You can get the generated surface shader code and delete the bit where Unity converts the normal from your surface shader from tangent to world...
Keijiro's fade to skybox fog includes an option for radial fog, you might want to take a look at that https://github.com/keijiro/KinoFog
Thanks KevalrOxy. I had thought about specular and part of my test involved setting the material smoothness to 0 so that there would be no...
I have and unfortunately the progressive lightmapper gives pretty much identical results to enlighten. If there is a problem here I think it is...
Is there anything in the Global Maps tab in the lighting window?
It doesn't really look like there is any light baking going on there at all. Does your box have lightmap uvs? The fact that it has some of the...
Was playing around with this a bit more. Figured comparing the lighting on a sphere verses a quad with a spherical normal map would be a good...
If you look into the folder where the lighting data is stored when you have baked your scene you will find the reflection probe data there stored...
We have recently noticed in our scene that normal maps applied to objects seemed to disappear when we baked them compared to when we lit them with...
Sorry it took so long to reply to this. I haven't been on the forums much recently. My G29 firmware version is 89.0.25. My Logitech Software...
@guavaman No worries, let me know if you need any more tests done!
Raw Input: Combined: Accelerator pedal goes from "Z = 257 (0.0039)" when at rest to "Z = -65535 (-1)" when fully pressed Brake pedal goes from "Z...