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Hey everyone, Today marks the 4th anniversary of the conception of Skyshop! Cheers to the long, dark nights of December that inspired dreams of a...
Mobile performance is always a tricky question to answer. There are many variables to a game's performance. Best I can tell you is the performance...
This is what I set my lighting settings to: [ATTACH] Skybox: SkyboxMat Set by Skyshop automatically. Ambient Source: Color Ambient Color: Black...
Here's what I'm seeing, now with 5.4.3 and Android on Windows: [ATTACH] Could you try a very simple test scene to make sure nothing else is going...
Oh! I think I misunderstood your question. I wrote a little test script and it turns out this is easier to do at runtime than I expected: You'll...
I ran a quick test of both mobile terrain shaders in an iOS project in Unity 5.4.1f1 and they seem to work for me. Couple of questions for you:...
You could try calling SkyManager's GameApplySkies(true). True forces all skies to apply themselves to all the objects they touch. There are...
Unfortunately texture samplers are at a premium especially on mobile and you will have to combine the specular and gloss maps into one. Put the...
Ony, are you still seeing this with a simple Unity project? I'm unable to replicate the problem even though our PCs are nearly identical. What...
The quickest way to reach Marmoset support is to email support@marmoset.co. If you have urgent questions, your shaders are on fire, and a project...
WebGL requires the use of mobile shaders. The WebGL feature spec is very close to OpenGLES with many of the same limits imposed by mobile GPUs....
Good eye, Recon0303, you beat me to the punch! Looks like the update went live late last night. [IMG] Skyshop 1.12.5 Hotfix This patch...
Marmoset materials are lit by, and contribute to Unity 5's global illumination. Here's a little demo scene I put together: [ATTACH] The blue...
That is good to hear! The lack of mipmap support is the biggest difference between Mobile and Desktop, and only for the lack of an ancient GL...
I'm afraid not. Most mobile devices are missing a critical GL extension used to pick different mip levels when sampling cubemaps. Different levels...
It looks like something went wrong with one of the included sample files. Easiest fix is to delete the examples folder and re-extract the contents...
I'm afraid the world machine files for this scene are lost forever. :'(. Wish I could help. Here's a post LarryGary made about his process though:...
Interesting that you are seeing any editor errors at all during assetbundle export. It sounds like another editor call-order related hiccup....
Do you have screenshots? If I were to guess, you're seeing white specs and aliasing in the reflections of shiny objects. MSAA is intended more...
Besides just transfering UV2 data over to a Unity 5 mesh, you would also need shaders that sample the lightmaps in the exact way Unity 4.x did....