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Hi! Thank you for giving me a quick answer! Yeah for my special case, using the line output and setting the target position was perfect for me,...
Hi! I made a system where I spawn particles in circle, and then I created an event to make lines out of the particles. I use the target position...
Cool thanks! I will update the plugin then.
Hey there! New with this plugin. I don't understand why I have this error when baking light probes: "Scene geometry/layour changed since last full...
@hungrybelome looks like it doesn't work for me, at least on the texture preview, there is still like 11 mipmaps level, and all the level above...
Oh, good point! Only when I want less mipmaps, it crashes...If I use the same amount as the original one, everything is fine...I guess you're...
When I try to compress using EditorUtility.CompressTexture Unity crashes with many formats, including DXT1. Here's the output stack:...
I agree, that should be just put into texture settings...I will try to compress them individually, I fear nothing!
I tried first to use Texture2D.Compress() but it generates more mipmaps...And they are worse than the original texture...Will try...
But you will lose the compression in the process @bgolus....I want to use it in texture atlases, to avoid texture bleeding on high mipmap levels,...
Hello! I wanted to know more about if there is some issues to be expected when using vfxgraph for mobiles, because we are experiencing some issues...
Hey VFXGraph community! It's all in the title, I'm pretty sure there is a reason to not let doing that, but I made a whole vfx effect thinking...
Bump!
One quick image to illustrate this. Particles are spawned in the middle, no difference in the z position, and on the left I placed a planed at 15,...
Hi! Do you know if this is possible to have particles from vfxgraph being blurred out correctly when using the DoF post processing (from the pp...
The thing is that you can also rotate the emitter and it will work, unless you are in world space, then you will have no choice but rotating...
For rotating particle I would use Rotate 3D, with the center of rotation the center of the cylinder, the axis the one up with the cylinder, and...
quick side note: spawnIndex exists, but not spawnIndexInStrip.
Thanks for your reaaaallly quick answer! The real node name is: "Get Attribute: particleIndexInStrip" with the set position from map set to index...
I also tried to use the spawnIndexInStrip in Index mode for the Set Position From Map, no luck.