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Hello, I'm trying to get the Tile Pallet working on my new computer and I'm either hitting a bug or struggling to understand something. This...
Bug in the example code you're working with. Looks like it should be List<GameObject> and then in awake change new List(); to new List<GameObject>();
FOW does seem to have a "trail" mode that decays the cleared FOW at a rate you can set. If you can't make it aggressive enough by default you...
Just an FYI, the clouds work great on DX11 but aren't visible at all on DX9. EDIT: Also, there's a super weird error that occurs: Material...
Reimporting the project now until 5.1.1 to see if 5.1 fixed the issue, I'll report back if it doesn't. If not I'll try commenting out that...
5.0 actually, but I was mistaken - turns out I am using forward rendering. Enabling SSAO has the effect of making the scene look as though the...
Is there any way to get this to work with a two camera setup and deferred lighting? Love how it makes our game look, but I can't seem to get it to...
Excellent news! Will be too late for our current projects, but it will let us set things up in a more comfortable way for the future. Thanks!
This is a very surprising and strange omission. We were very excited when entry/exit nodes were added, it greatly simplifies our animation setup....
Does the list view pool renderers and only use game objects for visible elements? or does it populate the list with game objects for every element?
Constantly creating/destroying colliders is going to end up less per formant and more complicated than necessary. I made a quick example image of...
Are you doing this inside a coroutine by chance?
Just to make sure it's reported, once you get past the compile errors it works fine on Unity 5 in the editor. However, Windows builds (I didn't...
Hey folks! I'm curious if it's possible to make a mask with a soft edge. Any thoughts/tips/pointing-in-the-right-direction would be greatly...
Bump, would love to know if anyone has done this
It really, really depends on exactly what you are doing. 99.9% of the time I just use ints, but when writing my voxel engine I used bytes...
Well that is just plain insanely cool. Very well done!
No, the whole portion that was written in C# is open source - but not every aspect of the new UI is on the C# layer. Certain things still exist on...
The opposite actually, they don't want to appear. I believe it's related to the 'pos' variable being sent to IsVisible and IsExplored being a...
I've got this working almost perfectly, but I'm having one final issue. Icons on the map don't seem to update properly under fog of war. I believe...