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Hey, yeah the asset is partially broken on Unity 5. Most visibly with the normal mapped terrain shaders, they do not compile now because they...
Hey, so it appears there is a problem with saving the material because it already exists in the project. In this case saving the material at all...
Hey, Thanks for the nice asset! I sometimes get this error while playing in the editor. It occurs rarely and so far has not occurred in any...
Hey, yeah you can generate the planets from a seed. The workflow has been designed so that you first create a gameobject with the planet script in...
Try this out: Find function called "GetSphericalUv" in Surface.cs (around line 775) The first line starts with "Vector2 uv = new Vector2();"...
Hey, yeah those instructions are meant for the v1 version, v2 doesn't require any of those steps. Just create the material and drag it to the slot...
Sorry, but it is not possible due to binary serialization issues.. (Though the final thing that broke the serialization was the adding of...
Hey, if you are interested in getting the old shaders to work with the new version it should be very possible. Create a material with the old...
Sorry about the lack of manual / tutorials on this. RTP works with PT v2 too. It should be only few steps to set it up: Create a material...
Hey guys, sorry for the silence in the last few weeks. I have been a bit overwhelmed with all the work regarding this and few other projects I...
Hey, thanks for pointing it out. Seems that there has been an error while fixing another problem related to the gradients. I will post a patch for...
Hey, I'll try to have it available during the coming week! Very nice! To setup a custom shader, go to "Shader"-tab in planet inspector, there is...
There should be only one thing that requires Pro and that is the tree impostor generator since it needs to render the tree in to a texture. If you...
I agree and I think the current system does pretty well. Of course it depends on the game how you should set it up, for example the optimal setup...
Oh, I used those when I made the webplayers and shouldn't have left them in the package. I will fix that soon if it produces errors.
The Massive demo is the only one where the camera should collide with the surface, the other demos use the FlyCamera which moves the transform...
Here is the FPS-controller I used in the Massive-demo for comparison: (It is included in the update but if anyone wants to study it in the...
I was just thinking that the asset store generally seems to be more busy these days, don't know about the time of the year. :)
No word from the Asset Store people so far, it hasn't taken this long before.. I fear the asset store might be getting clogged with all the new...
Hey, I wrote a new version of the BumpedPlanet-shader with pole texture normal map for you:...