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Does this script work with 2017? Also, alt-drag replacement works for me, but for some reason does not keep the transform position of the object...
I recently ported my project to Unity 2017.4.30f1 (64-bit) from Unity 5.4.6f3 (64-bit) that uses Legacy Networking and now I cannot receive...
To illustrate how this manifests in my game (the blue gap in the clipping plane is there for illustration purposes): [IMG] [IMG]
Hey there! Is there a way to remove the fadeout that shadows have as they approach the edge of the camera's far clipping plane? I am using two...
OK so I have turned off all lights in the scene and when I hit play, the lights still flicker! What the hell is going on here?? I have all lights...
(2017.4.30f1) When Include dependencies is on, export tries to basically include my entire project in the export. When its off, it only captures...
I spent about 12 hours baking a scene with a large terrain (4km x 4km) and the terrain does not show any shadows. The terrain is marked as static...
I have been working on a flight game for the past couple years and we have been building the project in 5.4.6f3 but have experienced stability...
Well I am trying to bake a fairly large scene with terrain in 2017.4.30f1 and after many hours of computation I figured something must be set...
I tried increasing the max project lights to 32 and setting all scene the lights to "Important" and it still happens. It must be a bug. I am using...
We use deferred rendering in the project settings and also on our cameras. There are only a maximum of 6 lights in the scene and our max lights in...
I have recently upgraded my project from 5.4.6f3 to 2017.4.30f1 and I am seeing an interesting glitch with the lights that only occurs in the new...
Still trying to figure this one out. Any ideas? The only solution I have thought of is to capture the subcolliders to a set as they enter the...
Good question. We have a multiplayer game in development and we purposely use an old version (5.4.6f3) so we can have the legacy networking...
Where is this setting at?
Strange, we use kinematic rigidbodies in our game and they have no problem interacting with trigger colliders.
Alternatively, in FixedUpdate() cache the position of the MouseBuilding and wether it was placeable or not. When the user clicks in Update() you...
Actually I just figured out an even better solution. You can wait until the next physics step to check if the building is allowed to be placed and...
*edit: you can ignore this, better solution in next reply* Check for collision manually in Update() not FixedUpdate(). Then every frame that is...
I'm trying to get a trigger volume to only fire once per compound collider instead of x times the number of subcolliders in the compound volume....