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Just going to take this moment to share my thoughts, perhaps as a form of closure: A month or so ago I made a tough decision to switch the Unity...
@Andy-Touch Hey, if the team ends up using Addressables for GIGAYA, please consider adding modding because it'll be released on Steam, and also to...
I was told by QA after making a bug report and pointing them to this thread: "It's now fixed in Unity 2022.1.0a16 and above" I haven't tried it...
I also agree. It would be great for modding purposes for players to be able to edit a stylesheet or UXML and have it load at runtime without...
Ah, I was looking for some note like that, but didn't notice that dropdown in the Asset Store page. Thanks.
I couldn't figure out an optimized way to do it with multiple cameras/compositor/etc. I just ended up using one camera and huuuuuge planets moved...
Hi, can you check that Version 1.1 includes audio files? I just imported it into a fresh project, and there are 4 audio mixers, but no audio...
With the new "Support VFX Graph" option in the Graph Settings for HDRP Shader Graph shaders in version 12, is the VFX Shader Graph going to be...
Playing For The King coop with my kids occasionally. One kid is in the middle of playing Homeworld: Deserts of Kharak.
Same question, will floating origin be supported?
Do the volumetric clouds move correctly in scenes with floating origin for large distance worlds?
Thank you for that explanation. I'm using forward lighting in HDRP, so investigating the possibility to exclude opaque from TAA sounds great!
Seeing the same thing in the Frame Debugger. Can we get more clarification about what this means?
Hey, I just checked, and with Output Particle Points, I'm still getting Alpha, Additive, and Alpha Premultiplied to work with "Exclude From TAA"....
Thank you for solving the HDRP problem. I just tested it and it works well. You're the best!
Hi, thank you so much for replying, taking the time to post screenshots, and including an updated version. For some reason I don't understand,...
I found that Amplify Shader Editor's Triplanar node is able to handle object space triplanar normals at any object scale, but after spending many...
Just ran into this same problem with _EmissionColor, when changes to that property wouldn't stay. The Shader Graph UI should indicate when using a...
This is the only place I can find that shows how to implement object space triplanar normal mapping using Shader Graph on the internet. The graph...
I pretty much agree with everything you've said. If there were a way to have multiple stacked cameras with minimal resource usage, it would solve...