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Happy new year everyone, while the issue persists, for what it seems 6 months.
I don't think they care much to fix it. 2019.4.2f1 LTS here and still around.
Just like @cunodavida, it doesn't work. Splash shows up, goes away, NOTHING!
Why should the company's servers affect the actual use of the engine/software? Why?! Why should this error, because of a server issue, affect MY work?
Thank you for the answer Melcx but not exactly. Okay, let's just say that I have a camera tha renders the world and then another one on top with...
Hey @Melcx , Does your asset work with a single camera with Depth only clear flags? So it will apply the effect only on what that camera renders?...
Hi Vetasoft, Can an effect be used on a single camera only? So, for example, use it on a depth camera (a camera over another with Depth only...
2017.2.0f3 and still no luck. Althought it worked the first day I installed the new version, the next one it just stopped. It's a random bug I...
Same thing in 2017.2.0f3
Still in 5.6.3p4...
Sure, everything can be done. Is it the right way to do it? Weeeell, although there is no right way but the one that works, I try to avoid...
Although it works on single instances (and thank you a million for that!), it won't work on regular arrays (which I understand why). As for I...
You're right. Nothing to fix since it's not a bug. I meant "no implementation yet", sorry. Well, since it's not a bug (I shouldn't say "fix") but...
It feels veeery bad after all these years this is still a problem. I mean, 7 years and still no fix?! Really?
This solution is no longer available in 5.6.3p1 (the one I'm using). Or... I have no idea why. The animation is just a sprite renderer changing...
bump
Fantastic!
The solution is quite simple, really. When in Animation window, like when you click on Add Property and the properties hierarchy window pops up,...
Thank you for your replies, I found my solution: mesh.colors32 = new Color32[] { ... };
Hello folks, I'm puzzled on how to render multiple meshes with different colors each one using the same material because of the batching I want...