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I still don't get the obsession with the Runtime fee plan. Why are you insisting so much in it? Hear me out The initial problem was Unity "was...
Tomorrow, Iconic. (Tomorrow will be an Iconic Day) Original Bond, Outdated. (original ToS?, pricing? who is bond = the contract?. because yes, it...
Almost Thursday and still nothing. I think we can assume that if they would had regretted the new policies, we would have known by now. It is not...
Yeah, Some have not even bothered to read S***, since they have been saying that the price is based on downloads.(yes, even that they got wrong)...
Yup, regardless of what happens, the damage is already done.
yeah, not reading anything, you simply dont get it.
"useless hate". I think you don't really understand what is happening. Devs are being forced to pay per install. That is like if some random...
even if they reverse all of this. the fact that they did it in the first place is what makes me think twice about making another game with their...
Edit > Project Settings > HDRP Default Settings. [ATTACH]
OpenCVForUnity: 2.4.2 DlibFaceLandmarkDetector version :1.3.2 CVVTuberExample version :1.0.6 Unity Version : 2019.4.18f1 Editor Platform : windows...
CV vtuber example, it's working fine except the video capture example; I can't get it to work. In fact, any of the video capture examples (OpenCV...
SRP? you mean the Universal Render Pipeline?
It got opensourced a while ago. But it has been some-what abandoned. https://github.com/volfin/mcs read this, the last comments talk about the...
This only works for static meshes? (props) any news for characters?
? No, you are not limited to the standard Shader. I use this method to quick import enviroments and props from Eevee (Blender 2.81) to Unity...
NICE! This is a life saver, I just waste more than 100 bucks on broken assets promising "cool" inventories.
Thank you! Yes, i am planning to implement those classic door animations with the possibility of skipping them. I actually don't like that camera...
I combined an old fixed camera script that I had, with the power of Cinemachines to make a complete system of fixed cameras (sometimes the virtual...
Yes, when the player leaves trigger zones the vcam of that area is deactivated void OnTriggerExit(Collider hit) { if (hit.tag ==...
Hi, I combined CineMachine ClearShot with a couple of colliders and "vcam.gameObject.SetActive (true)" to use fixed cameras with the power of...