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I'm doing it with manual time line update and DeferredEvaluate - and no performance issues in all my use cases [yes. neglectible...]
The TMPro shaders can be used on any image with SDF data built in, however, the way you create the SDF data in photoshop is not by blurring, but...
Also one good thing is to use the plain old TypeReference - https://github.com/SolidAlloy/ClassTypeReference-for-Unity That's just a reference to...
Private thing that goes to protected is not truly an `API change` - exposing a member for subclassing won't break anything. The code above works...
@Gregoryl Can you guys at least mark the TopCameraFromPriorityQueue as virtual protected instead of private in CM 2.x? This makes possible way...
Mostly for CM 2.X users, Method 1: 1. Embed CM as asset or setup git submodule or somehow make it sure you can alter CM 2. Edit Cinemachine...
Very old project with CM 2.1 here and just started working on the split screen which turned out to be serious issue. The project is structured...
You have to kill(); init(); on OnApplicationFocus! That is, you MUST! Maybe I should update the sample C#. Though, I also have all Unity Input...
Please backport to 2021.3, this is a major productivity issue for many.
Annoying, but since I'm using BuildPipeline.BuildPlayer i just added code to go and EMPTY the target folder :)
Change layer of the sprite itself
Still undocumented....
Did you tried post processing stack v2? You need to enable both Temporal AA and Motion Blur in Deferred. I'm getting decent results.
I didn't had success with rewired. At the end I wrote my own thing. On Win32, there is the Raw Input API. I've posted unity compatible C++ DLL...
Sorry for the very late response. I wrote this DLL myself for an old game I eventually cancelled. I only released this as the C++ code. Literally...
Sorry for necroimg this thread too but it is very top ranking in Google. You can already make SDF shapes yourself by using photoshop's precise...
Sorry for necroimg this thread but it is very top ranking in Google. You can already make SDF shapes yourself by using photoshop's precise glow...
The Sorting Group have undocumented "feature" - it does in fact control the render order of normal GameObjects with MeshRenderer
2021: Now there is [DefaultExecutionOrder(x)] and i use it everywhere
You can also add the undocumented [DefaultExecutionOrder(XXX)] attrib to your Behaviour derivate class