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Thanks for taking the time to look into it. Shader coding is beyond my knowledge and I know you're an expert at it based on ShaderOne and the...
He explains how he created it in this video: [MEDIA] I tried contacting him a month or two ago about if he can modify the shader to not render...
Can ShaderOne be used for visualization of a cone of vision? I'm trying to do something like this, but with the lighter color being areas where...
Thanks for the quick reply. Changing the DistanceToWaypointThreshold didn't fix it. I sent in a support form.
Hello, I've been having some issues with the PatrolSeekAndDestroyAI. I'm using Unity 2019.4.2 on the built-in render pipeline. The...
That was fixed in one of the updates: https://forum.unity.com/threads/dungen-procedural-dungeon-generation.232839/page-29#post-5480004
Hello, I have been looking for an asset that can create texture atlases from multiple models and still keep those models separate. Like if I have...
I'm not sure if there's a simpler way, but you can create the prefab and then create an editor script to find all those objects and replace them...
@pcg Thanks for the details. It all seems overly complicated. Baking lightmaps/light probes to prefabs sounds like something that should have...
@pcg Would you mind sharing more details on how you did this, specifically the part about placing all rooms in a single scene, baking the scene,...
I tried the additive scene approach and the light baking works, but the same scene can only be loaded once. So if I have a separate scene for each...
I didn't realize before, but there were still some lights on in my scene. Once I turned them off and also disabled a custom image effect, the fps...
Hello, I'm working on a game that has procedurally generated levels. It uses prefab rooms and connects them together to create a level. The rooms...
Oh that was from a custom image effect that displays blood on screen when the player gets hurt. I just tried the following: 1.) disabled custom...
I have post processing installed and was testing it before, but I disabled the volume and took the post-process layer script off of the camera...
I tried mesh combining before, but draw calls were still in the thousands. Occlusion culling brings draw calls down to a few hundred at most. I...
It turns out I still had some lights enabled. After making sure they are all off and disabling the profiler, it now runs at around 30-35 fps after...
Hello, I'm using Unity 2019.3.3, IL2CPP, linear color space, forward rendering, and testing on a Samsung Galaxy Tab A 10.1 Inch (T510) 2019. I...
I've been trying to get DunGen to work on mobile (Android, Unity 2019.3.3, linear color space, and tried both deferred and forward rendering), but...
Hello, I was looking for a daily reward asset and was wondering what's the difference between this and Daily Rewards? Also, does your asset...