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alright so instead of doing a double pass in the shader i just added a second post material and i know there are better ways about this and if...
I've been experimenting with ChatGPT to generate shaders for my projects, and I've managed to incorporate posterization and edge outlining...
hi there i am making a vr game with slightly pixilated graphics but the way most people use is to put a render texture onto ui but unity vr...
sorry man prob should have watched the vid my recording software is window based so it has messed me up man times
oops my bad
hi there, when i build my 2d game it is vastly different from when i lay it in the editor and I'm not using any Unityeditor. ect. i have no idea...
I understand your recommendation to avoid using the physics engine unless necessary. However, in my case, I want to maintain the overall physics...
I'm currently working on a game project where I have a physics-based hand that moves towards a traced position using the following line of code in...
alright thx i see what you mean
Hello everyone, I'm currently working on a project that is heavily inspired by the physics-based sandbox game "Boneworks". I'm trying to add...
quick update i went back to my old project to some code and decided to check if the layers somehow magically fixed themselves (a bit of wishful...
i wish i didn't have to do this but i exported my whole projects in an export package, created a new project and reimported everything which fixed...
i have added the urp to the graphics but changed nothing else and the objects are invisible even in the scene view any solution ideas would be...
every layer that i created makes the objects that it is applied to invisible, and it is not because the layer is invisible in the scene view layer...
i don't understand, i don't use a script to move the hand i use a 2 bone ik constraint from the animation package with the red sphere as the target.
[ATTACH] [ATTACH] Photo of problems, the only thing changed is the head position. the red sphere is the target and the hand changes based on the...
i am using the ik constraint to read the hand pos.
i have found that based on the position of the spines in humanoid character the hands have an offset. any suggestions on what I'm doing wrong/if...
is there any way to do inverse sine in untiy
thanks RadRedPanda your link really helped me out