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Sorry for bumping an old thread, but did you ever fix this issue? I get the same problem.
To prefix this I'm going to annoy everyone by saying I'm trying to make a custom inspector for a object with recursive variables. i.e: class Obj {...
Solved! Turns out your objects need to be in their own file with matching file name and class name. I'm not sure if this is required for normal...
So I've got a ReorderableList of objects and one of the objects includes a custom class that I've created a custom property drawer for. I use...
Had a look, doesn't seem to be what I need. However a workaround was made. I made a new class that extended scriptable object, was serializable...
A bit of a weird problem, in my script I have an object that I want a custom editor for. In that object is a Dictionary that links integer ids to...
Hi there, So I'm trying to create a vertex shader that will map screen space to world space (including depth, CPU equivalent function is...
So I'm having a bit of a problem getting my head around stencil shaders. Right now I basically want a shader to attach to a plane that will show a...
Oh Interesting. Now if I wanted the emission colour to be changable I can just replace it with _OutlineColor.rbg? Also would this work for a...
So I recently decided to rewrite some of my shader code because the objects were weren't working correctly and some post effects such as AO we're...
Hi there, I've currently got an intersection shader that requires that the DepthTextureMode be on DepthNormals. I want to use this pack as it...
Hi Peter, Just a quick question, in your example the distortion affect changes over time, but when I used the script you provided it doesn't...
Fixed it! If you're making changes to the vertexs of an object in a shader, simply add "addshadow" to your "#pragma surface" directive.
Hi there, I currently had a shader that will reveal an object as the player gets within a certain distance of it (i.e. display pixel normally if...
Hi there, I'm wanting to make a sphere around the player that creates particle effects at the collision points of the sphere and other objects...