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Hi there! I am the creator of S.A.M. - The Streamable Assets Manager. I do not own Odin inspector but have several users that are having...
I just uploaded a new video previewing the upcoming Automation System. If anyone has any questions, let me know! [MEDIA]
Okay, I will file a bug report on that issue (because yes, I am calling Tetrahedralize after the scene is unloaded). Thanks!
Okay, that is what I assumed but it's good to know for sure that's how it works. Thanks! One "gotcha" I have discovered is that the LightProbes...
After further testing, it looks like my understanding was wrong. I thought that so long as Tetrahedralize was called after the probes were...
I have a need in my asset store product to be able to load the same scenes multiple times (in order to create "fake" endless/repeating worlds), so...
Okay, that's too bad but it's understandable. Thanks for the link! Yes, you are right, this was just a mistake by me on my journey to understand...
@Pema-Malling I don't know if this is a bug, but it appears you guys changed the way light Probes are baked? In 2020.3, when you bake light...
Are there any plans to backport this to older versions? Also, in the case of shifting all light probes by the same amount (to support a floating...
This is not strictly true. Light probe data IS baked to a Lighting Data asset that is associated with the active scene at the time of baking,...
Thanks so much for your response! The first two items you linked are very interesting and would definitely help with my current issue....
Can you please please please add some way for us to define which additively loaded scenes are included/excluded from a bake? It would be...
The forums, you will find, are more of a community space. Any developers that respond to non Unity post are usually responding on their own time...
Hey there, it's been a while so I wanted to provide you (and others) an update on what I am currently working on, as it pertains to what we have...
Sorry to necro but I think this would still be useful. If the behavior would break existing work-flows, why not add the functionality via a...
Bumping from 2024. Maybe in 2028 we will get some insight/updates?
Since it's been a while I am wondering if you have found any issues in the time that has passed with moving baked objects? Everything in the docs...
Exactly what I need to know, thanks!
I am running some code that uses Parallel.For (to execute a simple copy operation) on WebGL and it seems to work fine. Why is that? I thought...
Thanks for the clarification!