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It's too bad that the job seeking forum has been retired. It was the only decent place for finding work for freelancers. Most of my freelance jobs...
This is actually quite trivial, simply call SetTexture() on the material you're using to manually pass the depth texture:...
Having the same issue... It is not clear entirely what targetGuids does: targetGuids An array of target GUIDs. How is it different form the...
To give a clear example, here's the code we're using in an upcoming version of FxPro 3.0: public class EffectBasePrePost : EffectBase {...
Albedo means the color of the surface. Albedo is always affected by the light. What you should do instead is write to the emission channel: fixed...
It turned out that the render texture format was set to depth. Reverting it to ARGB32 fixed the problem.
Height map is not specularity. You should choose the Standard Specular shader, and then plug your specularity map in there.
Hi, I have a camera, that renders plain white color on a black background to a render texture (by setting a Target Texture). Everything looks...
Sorry, this project is no longer supported. I have no further motivation to continue development after alexzzzz released a free version with...
Yes, fully compatible.
A free fully-featured 30-day trial is now available at: http://bit.ly/CS6TRIAL
Mac support should be coming in an upcoming version, stay tuned!
It's not rocket science, but still requires a lot of effort to put it all together, and make it bug-free. You blatantly stole someone else's...
It looks like it should be possible to have support for Async/Await in Unity using AsyncBridge project. I'll see if we can add seamless support...
Thanks for the idea, I'll take a look at the AsyncBridge project, and will see if it's possible to integrate it into our Unity C# 6.0 compiler....
I'm having issues with notifications on new messages - I don't receive any notifications on replies to this topic. For support please contact me...
No, unfortunately we're still bound by .net 3.5. Targetting higher .net versions would require integrating a newer mono runtime into Unity, which...
I don't quite understand your question, what exactly are you trying to say?
Not entirely true :) The tool we have developed enables developers to use C# 6.0 right within Unity, without resorting to third-party compilers.
All of the mentioned bugs have been fixed. Send me a PM/email to get the newest version (1.06).