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That would correct for getting the length (magnitude) of a 2D vector, yes. It's your basic Pythagorean theorem - A^2 + B^2 = C^2 However, if you...
Also, it looks like at least since 2023.1, you can use AssetDatabase.AssetPathExists(string path), if you want to check if an asset exists (and is...
Just throwing this in here, since I never saw it as an answer, but if you just want to directly check if an object is an asset (in Editor, not...
I believe the reasoning is probably that doing a depth-normals pass either isn't supported on all of URP's target hardware platforms or isn't...
Coming back to this 13 years later with a better understanding of how rendering pipelines work... The reason you can't do this (in any reasonable...
Also VERY curious about this question - it's pretty tiring to keep getting new systems that don't roll out with automated upgrade tools.
To phrase the first part of this post a little differently, since it's obvious that the primary goal of this new animation system is to provide a...
would be very nice to get some insight on Cameo221's question...
Relevant discussion topic: https://discussions.unity.com/t/retaining-vertex-indexes-when-importing-meshes/75055
BuuuuuuUUUUmp. Seriously, what's up with this? I'm seeing the index order shift issue in 2021.3.16f1, but not in 2019.4 (as the original poster...
Upon thinking about it more, perhaps a clearer callback name would have been "OnSetMainAsset". Same idea though.
For many, many reasons, it would be incredibly convenient for pipeline customization if we were able to override what sub-asset is set as the...
In a custom function node: You can use these lines to include some utility classes for referencing normals: #include...
*bump* Good question - anybody here know?
For future reference, this should do the trick: var isMissing = ReferenceEquals(myVariable, null) ? false : (myVariable ? false : true); just...
According to this recent video, URP terrain trees do not support light probes (unclear if terrains support them at all): [MEDIA] Seems like a big...
This isn't about the bloom effect - this is about light being emitted from Renderer surfaces, into the scene's lightmaps (global illumination).
Yeah, would be good to have ZWrite and ZTest options in URP. Hopefully they're working on it...
Alternatively, if you select the material you want to contribute to lightmaps, then change your Inspector panel to Debug mode, you can set the...
I would be interested in seeing this as either a per-window option, or a unity-wide setting, but I actually like the current behavior of Unity tab...