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For the record I haven't used Unity in years - I'm an Unreal convert (source access), but this post is utterly disingenuous. Did you play ARK on...
Worked it out (sort of). The answer lies here: https://docs.unity3d.com/Manual/webgl-interactingwithbrowserscripting.html
I'm also trying to work this out.
Is it possible to write to window.localstorage in webgl? That or access PlayerPrefs from regular javascript.
I have a really silly question. How do you reference a CurvySpline type in javscript? I know C# inside and out but i'm forcing myself to use this...
What I was looking for was [Default(Instantiate = true)].
Is there an attribute to initialize POCO properties (that is, non-monobehaviours with default constructors)? Or should I overload the Default...
Yeah not really. These behometh companies like Adobe and Autodesk rely on monopoly to keep their customer base. They charge what the market can...
Well that's a shame - looks like its aimed at the high end market and institutions.
Some of those issues stand out and I would be very surprised if they have anything to do with Unity: 1) UV island too small/stretched or geometry...
It's posts like this and the lack of response from support people that is steering the company I work for away from Unity. I really hope they lift...
I'm interested too!
Does this work for the web-player (legacy or webgl)? Also, are there plans to add procedural virtual texturing for terrain, ala frostbite engine?
Can we check the log ourselves to see what the error might be? Or are they not verbose enough?
There have been a few assumptions about wether the pre calculations are using the GPU (CUDA) or not, but from what I recall it actually is. Not...
Is there a problem with leaving both options? Or just more upkeep?
Am I reading the asset store description correctly in that you get access to the V3 beta if you buy V2?
So you are suggesting that by design, shadows from transparent materials will have polka dots when using hard shadows? That's dubious at best!
So for the use case of something like Rust, with placable structures, this isn't doable?
Why would anyone want the specular workflow? Almost everyone else has gone with metallic for pbr, so most supporting tool sets would require...