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Thanks Dreamora. I suspected as much, but just wanted to be sure.
We are beta testing WolfQuest built with Unity 3.3. A user reported a completely blue screen (camera background without ANY rendering). His log...
Yes, lightmaps can be swapped at runtime. Have a look at this: http://unity3d.com/support/documentation/ScriptReference/LightmapSettings.html
Integrated graphics will probably not perform well, especially for a wide view of a large terrain. I don't know as this will fix everything, but...
Depends entirely on your minimum GPU and CPU requirements. Integrated graphics cards can only handle in the low hundreds of draw calls....
If you aren't using Maximize on Play, you will also see the same problem if you don't have the Game View active before you hit Play. (at least I do!)
In single lightmap mode, the Far Lightmap is used for all lighting distance (like the old terrain lightmapping in 2.6). As far as I can tell, in...
Draw distance is set on the camera and is used to determine how far ahead of the camera objects will be rendered. The more you are drawing, the...
Wow, that looks great and sounds like a lot of fun.
That error is telling you that the Invoke funtion is expecting a float argument of when to invoke it, to go with the string (method name) argument...
I find that it's fun and useful to know something about and dabble in all areas, including programming, audio, graphics, etc. However, the longer...
You can write a script to capture the camera every frame and save individual frames to disk. Then use an external tool like QuickTime Pro to...
I have tried one more time with a brand new scene and brand new terrain asset built in Unity 3.1 and still see that no splats are drawn at any...
Frame rate is complicated. It's a combination of the amount of rendering and the amount of script-type processing. If you have a simple scene...
I just built our terrain and tried to run it on a Mac Mini with Intel GMA 950 (945 Express) graphics, both under Windows Vista and OSX 10.6.5....
Unfortunately I had to give up on using a generated cube map for skyboxes because it used waaaay more VRAM than a regular skybox material :-(
Maybe I'm just being superstitious, but I have found that with #pragma strict, I've had to both declare the variable AND use the at: var newItem...
Or make sure you have a game view tab open and active when you hit play. Then sizes are reported correctly.
Thanks for the shader info. It's possible you could accomplish what you want to do by using a Pro image effect filter to simply lighten or darken...
What I'm thinking of trying to do is to turn off lightmapping (set the lights to real time only) and do a fade between lighting settings, then...