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Unity 2021.1.26f1 URP 11 I have this sprite as a 2D light [ATTACH] [ATTACH] yet it looks like only half of it is used [ATTACH]
I somehow fixed it by disabling and enabling the layer mask in a different order.... [ATTACH]
Also a problem for me in Unity 2021.1.26, URP 11.0.0 Additive looks like this [ATTACH]
Ah, maybe I didn't clarify enough. There is a GIF attached where you can see the issue on the left side. Camera blacks out and gets weird colors.
I have a two camera setup in URP and both have bloom enabled. On the left camera I have some light bulbs that light up by setting the emission...
https://imgur.com/a/Y2voFIc 1st image is in editor 2nd image is from iPhone 11 Glow is missing Does anyone know how I can fix this if it's even...
Nothing happens when I press Import https://imgur.com/a/liMGhum
Thanks for a quick respone! When I use VertexMotion on the unity capsule it works great. But when I try it on an object exported from Blender I...
I'm using Universal Rendering Pipeline and all shaders are pink. How can I fix that?
Figured it out. Had to set it in the GetTileData override public override void GetTileData(Vector3Int location, ITilemap tilemap, ref TileData...
I just tried with a single non scriptable sprite tile and collisions work. So I'm thinking it has to do with the tile being scriptable. Or because...
Unity 2019.3f1 I have added the Tilemap Collider 2D to the tilemap as seen below. I have a player object with a rigibody that falls right...
Does this work with universal rendering pipeline or only standard and lightweight?
Thanks a bunch. I got it working with your help. I see now that post processing was changed in 2019.3.
What do I need to do to get this working? My volume: [ATTACH] My Camera: [ATTACH] Any help is appreciated!
Perfect. Thanks!
Thanks for a great assets! I hope this is not a stupid question but: I was wondering of there is a way to keep the coordinate system in a flat...
Can't come soon enough to be honest. A more flexible layout for different screen widths would greatly improve development times.
The editor view (top) does what I want : Local scale of a cube. The game view (bottom seems to do it on a global scale. Not sure how I can...
Hey, I tried to describe it as good as possible in this post...