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This seems to build API 29 ok. I tried it with 30 and Unity won't build it though, says Required API level 30. Is there something else that needs...
Are we able to force it to use SDK 30 yet?
https://forum.unity.com/threads/google-play-keeps-detecting-collection-of-personal-and-sensitive-information-rejecting-my-app.885223/
Google is somehow seeing what API is being used correct? If you disable something at runtime, Google will still think you are possibly using API...
Bump...?
https://docs.unity3d.com/ScriptReference/Camera-layerCullDistances.html This works for cameras so you can cull things at different distances....
If you save over the previous file, it replaces it. Don't do an import, literally copy and paste and replace the mesh in the folder.
Maybe I am misunderstanding, but why can't you just make a Texture2D and do a getpixel from the source and setpixel on the new texture you are making?
Possibly it changed you from gamma to linear color space?
What if you have lower poly trees that are batched together in groups and set to cast shadows only?
I'm using an asset called Unistorm which comes with it's own dynamic skybox. One reason I have the clip distance so far for the probe is that is...
So it's almost like I need to have it do the base layer of paint, and then somehow the reflections are more of what are in the "clear coat layer"?...
OK exactly, but then why does that car hood still look black other than the sun/clouds? It should look either like a complete mirror then if its...
So I have made a custom shader that uses R for spec, G for smoothness. That means I am not using an RGB spec for my spec PBR shader, just...
You can modify the bounding box to make sure it's visible during it's full range of movement, otherwise it will use more performance than necessary.
Are you having 100,000 gameobjects in the scene at once then??
The thing is, my game used to take advantage of the fact that when you disabled the LOD group it DID disable all renderers, then it was changed....
Yeah I think they changed LODGroups in some version and they don't behave as before unfortunately and we just don't have much control over them :(
Is that door a skinned object? Look at the bounding box for the mesh renderer, if it is not in the view of the camera it'll be hidden.
Is not everyone else missing AA from scene view? I guess either nobody cares or they just aren't posting about it?