Hey what's up people!
For the past 2 weeks i've been porting to the 3DS an old mobile game I made on unity back in 2018. This 10 year old thread helped me so much and saved me a lot of time and frustration!
Now, in my game I'm currently making...
Its the material that you are using. the 3Ds does not support pixel shaders - aka all default Unity shaders :lol:
that includes the Sprite shader.
here is an old post I did that talks about safe to use shaders. Note custom shaders are possible...
Ok so community or pro doesn't matter good to know as for VS plugins I'm not asking for any plugin in particular since I'm not that familiar with VS I dont know if there is anything outside of VS and the unity package they offer that i need to...
ah community or pro VS? lol i meant VS plugins. So I just install 2022 and its good out the box for Unity 5?
intelisense and code context it knows all this?? or did you have to ..not sure what its called or phrased as.. add a library or...
Actually on a total side Since I am rebuilding my dev PC figured I'd do it right this time
- How do you have your coding dev environment setup to work with 5.6.6?
- Are you using VS 2015? Pro or community? or a more modern /different IDE?
- what...
Well..today it can be done..tomorrow is another matter... *sigh* I am hoping for a less "dependent" solution.
I'm sure like all things it can be done probably has been done :lol:
I just hope if someone has that they share it :D - Thanks for the...
I use 5.6.6f2 offline, yep. No issues at all. I don't launch the project through hub but the regular exe, tho. You just need to activate it once and that's it.
So I have finally been able to get back to this hobby project and Since windows 11 is such a privacy nightmare I have been decoupling from online services as much as possible ( yes good luck with that in our current software state of affairs...
For anyone interested and pretty similar to TMP one shared here, I made a simple script that can be used with regular Text Mesh (not TMP) on 5.6.6 as it's not rendered properly by default (Feel free to modify anything you want):
using...
I think there is a way to have one part of the shader be exclusive to unity and another be exclusive for the builds. Haven't tested it but i heard it works.. I think the combiner shader sample talks about it in the comments
Does anyone know why when converting Render Texture to regular render texture using
Rect fullReadRect = new Rect(0, 0, m_captureRTWidth, m_captureRTHeight);
m_captureReadTexture.ReadPixels(fullReadRect, 0, 0...
This weekend I reimplemented my UDS protocol manager to allocate less memory with sliced buffers. The latency for realtime has still a bit of lag even on emulator but it works way better than my previous approach :D