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Shame. Thanks for the quick reply ! :)
Hi ! I wanted to know, as a publisher, is it possible to know if people have added your asset to their wish list ? And who ?
Just added a demo and a sample script to show how easy and fast it is to create the UI. The lengthy process of creating every UI elements and set...
Okay, I finally fixed it. But it doesn't make any sense. Following your last reply, I wrote a small shader doing a poor blend between two color,...
Just added more pictures in the first post of the several fields available. Right now I am working on a group toggle, and I will add an horizontal...
Hi ! Recently, I have been working on a few side projects to put on the Asset Store. And each time, I have to go through the lengthy process of...
Yup, it get compiled, no error. The effect just doesn't work in the first case. And this is indeed my multi-compile line.
Okay, the issue I had didn't exist, so I am converting the thread to the real issue. If SHADER_API_D3D11 is defined, worldPos is not filled in the...
Yup, fixed the issue. Thanks a lot !
Hi ! I am having a similar issue. I attached a txt file with the errors I get when building.
FileBrowser v2.0 is out !
[ATTACH] Easy Eyes is finally out ! This small but powerful material will allow you to quickly and easily create eyes for your game. You can...
Hi ! We are currently developing a multiplayer racing game. What we want is the players to connect to a host, and join a lobby, waiting for the...
Hi everyone ! I just updated my post above with new screens and a new description to match the current state of the project. Please take a look...
Hi everyone ! Today, I present the project I am currently working on : a way to generate 2D foliage proceduraly. I want to publish it on the...
Well, that was probably it. I had no idea that batching modified the object space, but now that I think about it, it's pretty obvious. Well,...
Hi ! I am currently having a small issue with a shader I am working on. The idea is pretty simple : make the vegetation move depending on the...
Hi ! Sorry for the delay in my answer. Thanks for the explanation on the rendering order of the different types of shaders, I didn't know that....
Well, I am pretty sure you can't call a compute shader between a vertex shader and a fragment shader if that's what you are trying to do. That's...
Well, it's a package, so you don't really have to do / know anything... What else do you need that is not provided by the asset ?