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Installing the "visual studio editor" package via the package manager fixed it for me.
It will help a lot if you get familiar with Unity a bit more first. The issues you encounter are Unity-related, not SpriteLights. But I will try...
Do you mean you created the lights using the editor script to convert an object into lights? The brightness of the lights depends on the...
I'm using it and it's amazing.
No idea. I moved onto another project.
Spritelights.CreateLights indeed returns an array of GameObjects. However, if you don't create a huge amount of lights, it will only return one...
Can you post some example code to see what is it exactly you are trying to do? Getting access to a GameObject and the attached mesh from a...
Just copy a new array into the mesh array. It's no different than updating a regular mesh, except there is no need to recalculate normals or...
It's shader code, not a graph. Maybe looking at an existing gradient strobing shader would be a good start.
The lights are mesh objects, so if you can attach a mesh to a bone of a character, you should be able to attach a sprite light object also. One...
That would be a totally different shader. It's best to look for existing line renderers in the asset store. You should pick one which can be baked...
I managed to fix my account login (google authenticator time sync issue), and I finally managed to install Unity again, so here we go: To save a...
Make sure to add a Tracked Pose Driver component to the camera.
Yes, you can use the scenes in any way without any restrictions. You can also make similar custom scenes using open streetmaps and mapity. There...
I am unable to reproduce the problem with the NullReferenceException. What Unity version are you using? I didn't receive the repo. If you can...
As for the NullReferenceException, can you email me a small repo so I can have a look at it?
The runway lights are just a game object, so it can be positioned as such. If you want to create the runway lights in code, the RunwayLights.cs (I...
I thought about that too. Unfortunately, this is not that easy to do with SpriteLights. Every light in SpriteLights is a vertex on a static mesh....
Yes, exactly.
In that case it is probably easier to code the logic in C#.