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Hole Macramoly! 8 years later random tree rotation is still broken as F*** for any procedural approach :eek::mad:
hey @Gerard_Slee can i ask what the l stands for on uv.xyl?
looking for the same thing, so is it impossible to get any light/shadow data in HDRP post processing? I know we can not get any custom light data...
sorry guys, we ended up scratching that feature from our game. so i abandoned it quite messy. these are the related scripts i found that made it...
sure let me dig it up and when i have time I'll post a package here
hey @Lesnikus5 , i ended up using this as compute shader #pragma kernel CSMain half height; half angle; half2 rotOffset; RWTexture2D<half4>...
bumping this, same needs, spawn prefabs with Light probes inside.
hey, I'm trying to implement the custom light probe system The Elder Scrolls Blades talks about in this video. only I'm not sure where to start.....
ok that didn't solve my problem! I got some strange things going on. When i just save the GI vertex stream to an asset, it breaks after going in...
I solved my problem with adding UploadMeshData(true); render[i].additionalVertexStreams.hideFlags = HideFlags.None; Mesh m = new...
hmm is this still being developed or abandon? no reaction from the dev since nov 2019...
hi, looks impressive. Can i ask what the main differences are between Basic and Extended?
ok silly me, you access it through an AssetReference...
@Gregoryl Thanks, must have overlooked that.
It seems Cinemachine Is deprecated... :( is there any replacement for this? I'm using 2019.3.
Won't Addressables.Release() do this?
I can't seem to find a way to get the label set on an addressable. There is AssetLabelReference which gives a drop down of all available Labels....
for anyone looking to do this, i suggest using public AssetLabelReference assetLabel; private void Load() {...
ok so small changes with big results :) changed the annoying string[] to a Addressable label and do this: public AssetLabelReference assetLabel;...
I'm trying to use Addressables to speed up loading times. My first attempt was this: Func<AssetReference, Task> InstantiateAsset = async...