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Thanks for the quick reply! Reg 2, aren't there several particle effect shaders? Your package seems to have only one particle shader. Reg 3, did...
I should take a look at your package before I ask this, but I'm on Unity 5.0.x at the moment. I'm curious about your implementation. I tried this...
I'm unsure which network message types (MsgType) and messages (virtual functions in Monobehaviour / NetworkBehaviour) are available at the client....
Thanks. It's a useful Message passing reference, but I'm really interested in understanding what the correct/best approach is for my problem. Let...
Double bump. Please help!
Bump. I'm looking into MessageBase and custom messages as a possible solution for this, and I don't quite understand if I would need to do the...
I probably have a fundamental misconception of UNET, so please excuse the newbie-ness. I want to send each players webcam video update in a...
Thanks much @seanr! I removed the [SyncVar]'s in the script, in addition to that (since the RPC has the updated arguments at any point) and it...
Hey Sean, I was trying to get two players' animated characters working over the network. I wasn't sure how to correctly sync their animations....
The tricks that artists/gfx programmers use to fool you! :)
I would think ReadPixels is equivalent to DX11 CopyResource, i.e., the GPU does the copy. You can verify this with a frame capture tool like Intel...
What about the other channels? Are they alright? Does DoOnePatch(..) use DrawMeshNow? That's the only way you can enforce the draw to actually...
Does that mean you instantiate a wall game object, or are you using `DrawMeshNow` to submit draw calls in immediate mode? I'd guess you're doing...
In future, when you want to understand why things are slowing down on the GPU, I suggest using Intel GPA Frame Analyzer. Fantastic tool for...
Yeah, the link above is awesome. I played around with recreating the Mandelbrot and Mandelbulb sometime back in Unity. No tutorial, but if you...
I think you should be using #if defined(KEYWORD_ON) instead of #if def. See if that helps. I don't know if Shader.Enable* is the right way to use...
Bumping this thread up. I still haven't figured out a way to attenuate the directional light to simulate particle shadows.
Does your light camera's render target have both color and depth buffers? If so, can you make it color buffer only (by setting depth to 0 in the...
Setting the render queue only guarantees relative draw ordering among the various queues. Within a queue, you're still subject to Unity's...
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