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Looking forward for the answer thank you.
If your bitmaps are high res it can crash, use different file formats, or try to use older xnormal versions...
Well for example, adding sliders for per pixel lighting effectiveness,or custom color blending, like if we get blue from light probe and if we...
Thanks for quick reply, 1 more question, as I can see 'some' of your shaders may work with light probes but are you going to improve shaders that...
Hi, Great package but I was wondering when version 1.51 will be online at UnityMagic.com? :\
That's the problem. what you call fbx2asset messes up with unity FBX import settings so, is that imports FBX at runtime? That's a big thing... if...
I think these clues are not making any sense... So... 1. use latest FBX exporter, check embed media option at export dialog. 2. check the FBX...
And what happens if you create a new project and try to import it?
Looks like overlapping faces for the rug and the floor... Try separating them a bit. If it doesn't work then make beast xml file and bake the...
Anyone?..
Hi all, I'm getting this error : Tangents are missing on Terrain_painted[60][63]. Lightmapper needs both normals and tangents in the...
Very eyecandy, impressive colors, but how did you manage about a lot of lightmaps, is this beast or external renderer? Seems like each model has...
It's fine, but if you want ppl to test its performance, you need to build it in standalone, or maximized web build, the better way. However, real...
Unity can handle too many polygons -not talking about 65000 vertex cap- ,(which number of polygons is "high" actually?? 4 millions or more? newly...
Practice makes perfect, but the point is enjoying what you are doing. If you enjoy making codes, or artworks? If you enjoy, you can learn faster,...
Ok, it was my mistake to check triangulate option in FBX exporter, now all working. Thank you .
however, I have another problem now here is the screen shot : [IMG] Looks like vertex order is changed. After the morphing it comes with this.
Thanks for the solution, how I missed that UV thing can may solve this, It's just simply worked, Unwrapped the UV on extruded mesh, duplicated...
I found a closest solution about this, not good enough because it requires editing with HANDS. The problem was unity's optimization about...
Maybe I just don't get understand your workaround except the breaking vertexes part, well I tried breaking some vertexes and some FBX exporter...