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Hi - I'm attempting to use this for fish, like sharks. It works well for simulating the flow of the creature as it swims through the water, but...
Hi - did you manage to solve this issue? Seeing the same on my Quest 2 at the moment, only appears in il2cpp, ARM64 builds.
I'm using Easy Decal for a Mobile VR project. My performance drops dramatically if I have [Decal Root] in the scene, even if there's no actual...
Fantastic - thanks for the fast reply. As you said I changed the generated code so that it used the same method of fog calculation...
I'm seeing some discrepancy between how shaders apply fog. Most of the objects in my scene use "Mobile/Unlit (Supports Lightmap)". However some...
I have been having the same issue. Quality severely affected, even if app runs at 60fps. Its been there in all the GVR releases, still see it in...
I've also come across this bug, see this thread (with sample unity scene):...
I've created a simple Unity (5.4.0) project that shows this problem: https://dl.dropboxusercontent.com/u/55755/ProjectorTest.zip When the...
Did you find a solution to this? I have the same problem (link). Same idea - projector changes brightness based on camera angle. For me it...
I'm using a projector to create an underwater caustics effect using an animated texture. Its been working fine since Unity 5.0, but on Unity 5.4...
I'm having an issue when baking directional lighting. Currently Unity 5.3.5f1 but it's the same in previous versions. I've created a basic test...
The character's rig is "Generic", I assume I needed this because it's a 6 legged alien. I tried changing to humanoid and enforcing T-pose but no...
I'm currently using the fantastic URG! to implement dismemberment. If the character is dynamic (i.e.a ragdoll), then everything works ok. If the...
Updated to latest Unity 4.6.9p1, still the same - overexposed light maps when running Android project in Direct X11. Here's an image example: [IMG]
Yeah spotted the same thing - also hoping to request repo access.
I've struggled with this bug in Unity 4 for a long time but I'm surprised it hasn't been fixed. I've recently needed to work in Direct X11 mode...
Has anyone had any luck getting basic support for this in Unity 5? I'm working with Gear VR and Oculus will soon only support Unity 5, which...
Hi - I'm getting some nice results with your shaders for an underwater scene but I have a couple of questions: 1. For the medium quality shaders...
Julian - that looks awesome. Are you using forward or deferred rendering in your project? Also did you have to change anything to get it...
Hi - I am very impressed with your shader, and I'm hoping to use it for an underwater scene as the effect is amazing, especially with...