Issue#1426: Unity - VOLUME GRASS - Unlimited Density

  • View attachment 106434

    AssetStore - get it on Asset Store

    View attachment 106435
    Above picture produced basing on real screenshot - go for interactive soccer demo.

    As an imposting volumetric solution - put just one triangle and...

    VOLUME GRASS - Unlimited Density

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  • Issue#654235: Unity - Cinematic Effects; SSR render order issue with grass.

    Hey there, I love the new Image effects you have added. Especially the SSR helps to improve the graphics of our game. However, I have enountered a bug with the render order and grass. Not sure how to fix it. I have searched for it in the Forums, but I could not find anyone who had the same problem. Maybe I am just bad at searching. But anyway: As you can see the reflective surfaces are rendering over the grass. I have checked if it is... Cinematic Effects; SSR render order issue with grass.

  • Issue#663647: Unity - [ON MADNES SALE -33%] InfiniGRASS - Next gen interactive volume grass, true non uniform gras

    ARTnGame presents the next major asset, InfiniGRASS. ​ The InfiniGRASS system can paint ultra detailed static or dynamic grass everywhere, without any limit in shape, form, shader or placement surface. The system provides true non uniform grass for absolute realism with incredible performance (GPU based). It is possible to apply any amount of grass anywhere, on objects or terrain. Based on a custom multithreaded LOD... [ON MADNES SALE -33%] InfiniGRASS - Next gen interactive volume grass, true non uniform grass

  • Issue#767369: Unity - [v1.7.5 released] InfiniGRASS v1.8 - Next gen interactive volume grass, true non uniform gra

    ARTnGame presents the next major asset, InfiniGRASS. ​ The InfiniGRASS system can paint ultra detailed static or dynamic grass everywhere, without any limit in shape, form, shader or placement surface. The system provides true non uniform grass for absolute realism with incredible performance (GPU based). It is possible to apply any amount of grass anywhere, on objects or terrain. Based on a custom multithreaded LOD... [v1.7.5 released] InfiniGRASS v1.8 - Next gen interactive volume grass, true non uniform grass

  • Issue#933093: Unity - [v1.7.6 released] InfiniGRASS v1.8 - Next gen interactive volume grass, true non uniform gra

    ARTnGame presents the next major asset, InfiniGRASS. ​ The InfiniGRASS system can paint ultra detailed static or dynamic grass everywhere, without any limit in shape, form, shader or placement surface. The system provides true non uniform grass for absolute realism with incredible performance (GPU based). It is possible to apply any amount of grass anywhere, on objects or terrain. Based on a custom multithreaded LOD... [v1.7.6 released] InfiniGRASS v1.8 - Next gen interactive volume grass, true non uniform grass

  • Issue#1599: Unity - InfiniGRASS [RELEASED] - Fast Next gen interactive volumetric grass everywhere

    ARTnGame presents the next major asset, InfiniGRASS. ​ The system can paint ultra detailed static or dynamic grass everywhere, without any limit in shape, form, shader or placement surface. It is possible to apply any amount of grass anywhere, on objects or terrain. Based on a custom multithreaded LOD and AI system for ultimate performance and adaptability, from higher end systems to mobile (mutlicore is recommended). The... InfiniGRASS [RELEASED] - Fast Next gen interactive volumetric grass everywhere

  • Issue#1661: Unity - DirectX 11 Grass Shader

    DirectX 11 Grass Shader An affordable ($20) way of getting great grass to your project. Short feature overview: High performance: Scaleable from low to high end! (DirectX 11 is required) Easy to use: Get great results with just a few clicks. Highly customizable: From underwater scenes to alien landscapes. Useable for every art style. Dynamic reaction: Reacts dynamically... DirectX 11 Grass Shader

  • Issue#1715: Unity - 2D Level Menu Issue!

    Hello there devs! I am making a 2d game and i just created my level select menu but i seem to be facing a problem.When the player starts, level 1 is automatically unlocked and the player needs to finish it in order to get to level 2.So when level 1 is finished i set in playerprefs the ("UnlockedLevel") parameter to 2 and so on so that the next level unlocks.But, i just realized that if the player pressed on level 1 and then somehow he goes back to the levelmenu scene without finishing it,... 2D Level Menu Issue!

  • Issue#1793: Unity - Vertex/Fragment shader : issue with alpha blending

    Hi. I am having a hard time figuring out an issue I have with a simple alpha blending shader (I had the same kind of issue with alpha test). Here are a few pictures so you get the basic idea : View attachment 170683 View attachment 170684 By simply moving the camera back and force, my shader kind of switch between being displayed and not. These screens are from the Editor, but I have the same issue In Game. However, In Game, another issue comes up :... Vertex/Fragment shader : issue with alpha blending

  • Issue#1839: Unity - iTween issue

    Hi, I got error on the console about this line of code and don't understand how to solve it, anyone can help please ? iTween.ScaleTo(tailleDistance,iTween.Hash("x",15,"y",15,"z",15,"time",1.6,"easetype",iTween.EaseType.easeInOutCubic)); Regards,

  • Issue#1933: Lenovo - lenovo p1m volume setting issue

    I face a lot of problem with my lenovo vibe p1m mobile when ever i plug in or plug out my headphones the volume for calls and messeges is decreasing to lower volume again if i set to maximum volume and the time when i plug in or plugging  out my headphones the volume is again reduced to low setting.. Please help me with this issue if this is a software issue for all mobiles i request you to please fix this bug......Thank you in advance....

  • Issue#2470: Unity - Random Editor issue..5.3.1.2 | seems VS 2016 is causing editor to turn all warnings into err

    It happens in all my projects, and it only happens after I open VS (double click on script), make a script change, hit save..I can fix 'one' of the errors(warnings), unity re compiles...and Editor comes back to normal..for awhile..then back to that behavior,,, This is blocking my development chi....(I could fix every single warning)... here is the thing..under 'preferences', attach to editor...I can not Turn that Off...EVER.... I unchecked it, restart unity...it is active again...(that is... Random Editor issue..5.3.1.2 | seems VS 2016 is causing editor to turn all warnings into errors..

  • Issue#2573: In Unity 4.2 the AudioSource.PlayOneTime is ignoring AudioListener.volume

    Create a game object, add a AudioSource, set both clips. If you click toggle, play, play one, The "Play One" will play in Unity3d 4.2 Code (csharp):   #pragma strict   var clip: AudioClip;   function OnGUI() {     if (GUI.Button(Rect(0,0, 100, 100), "Toggle")) {         if (AudioListener.volume == 0) AudioListener.volume = 1;         else AudioListener.volume = 0;         Debug.Log("Toggled to "+AudioListener.volume);     }     if (GUI.Button(Rect(100,0, 100, 100), "Play")) {         Debug.Log("Play");... In Unity 4.2 the AudioSource.PlayOneTime is ignoring AudioListener.volume

  • Issue#2743: Unity - Effect Zone - Post Process Effects with Volume Blending

    Current version in Asset Store: 1.0 Existing users please note! There are some upgrade tasks required when upgrading from 0.8. Please refer to the end of this post for more details.​ Hi all! I’ve been working on Effect Zone for a while now, and the first release has been approved for the Asset Store! Effect Zone is a singular chain of post processing effects which can... Effect Zone - Post Process Effects with Volume Blending

  • Issue#3038: Unity - Object counter issue: not working

    I am trying to make a script that counts objects in a list that are already active, I want my activeAmount to increase by 1 whenever a gameobject in the array is set to false, however I seem unable to. So far it either increases by 1 and then doesn't change, or it continuously increases without stop, any help is appreciated. I couldn't find any other question posted that dealt with this. Code (CSharp):  using UnityEngine; using UnityEngine.UI; using System.Collections; using... Object counter issue: not working

  • Issue#3595: Unity - Sky MASTER v3.2 - Physical skybox-Real volume clouds- Weather - Ocean - FFT waves

    Intro This is Sky MASTER, the new asset for Sky control and artistic design. The tool was inspired by the need to have fully controllable spectacular skies and dynamic clouds in Unity Free, with complete seasonal control, weather effects like rain, tornados, heavy strorms with lightning, snow storms with freeze and ice formation effects and much more. The asset will make heavy use of Particle Dynamic Magic for the particle systems and dynamics, and will also include GI Proxy for... Sky MASTER v3.2 - Physical skybox-Real volume clouds- Weather - Ocean - FFT waves

  • Issue#3597: Unity - InfiniGRASS - Next gen interactive volumetric grass everywhere, true non uniform grass solut

    ARTnGame presents the next major asset, InfiniGRASS. ​ The InfiniGRASS system can paint ultra detailed static or dynamic grass everywhere, without any limit in shape, form, shader or placement surface. The system provides true non uniform grass for absolute realism with incredible performance (GPU based). It is possible to apply any amount of grass anywhere, on objects or terrain. Based on a custom multithreaded LOD... InfiniGRASS - Next gen interactive volumetric grass everywhere, true non uniform grass solution

  • Issue#3640: Unity - [REVIEW & WIN FREE PACKS] Sky Master 3 -Sky, Ocean, True Volume Clouds, Weather, extreme per

    Intro Sky Master ULTIMATE v3.0 is the most complete environment creation system, including volumetric physically based sky and fog, real volumetric clouds and complete ocean-water system, with underwater all in one integrated system. The system also integrates with the InfiniGRASS asset, for grass, rocks and extremely optimized gameobject placement for a complete world creation and decoration suit, all at extreme performance and speeds.... [REVIEW & WIN FREE PACKS] Sky Master 3 -Sky, Ocean, True Volume Clouds, Weather, extreme performance

  • Issue#3977: Unity - Unet server using Web Sockets has performance issue

    I am experiencing CPU usage issue when running Unet server (as Windows desktop build) with and without checked option "Use Web Sockets". It looks like the build is 20-30x slower with Web Sockets and profiler does not show nothing interesting. Do you experience same behaviour? Is it known issue?

  • Issue#4346: [RESOLVED] Win10 UWP - Unity 5.2 System.Runtime issue

    Cannot build a Win10 UWP Unity 5.2 project in VS2015 (14.0.23107.0 D14REL). Cannot resolve Assembly or Windows Metadata file 'System.Runtime.dll' Here is what is included in the csproj file that gets created from Unity: <Reference Include="System.Runtime"> <HintPath>C:\Users\[MYLOGIN]\.nuget\packages\System.Runtime\4.0.20\ref\dotnet\System.Runtime.dll</HintPath> </Reference> The file exists at that location. In VS2015, in the Object Browser, I can see System.Runtime and the... [RESOLVED] Win10 UWP - Unity 5.2 System.Runtime issue

  • Issue#4896: Unity - Social Api issue

    Greetings! I have an issue with IOS Game Center. 1. Social.ReportProgress doesn't work. It calls !success everytime 2. GameCenterPlatform.ShowLeaderboardUi( id, tamescope) always shows all my leaderboards, but i need to open only specific board with its ID. 3. Localuser.LoadAchievements() always return empty IAchievement[] achievements with lenght == 0 All leaderboards and achievements are created in ITunes Connect and tested directly with xcode and with testflight with different users.... Social Api issue

  • Issue#5343: Unity - Tree creator bark material issue

    I'm having an issue with the tree creator. When I select a bark material for a branch, the texture is clamped (see the image). The texture itself is 1024x1024 and is set to Wrap mode: Repeat. It works without this issue elsewhere. What am I missing? View attachment 100512

  • Issue#6132: Unity - particle collision 2d never stop colliding, help need to solve this issue

    hi, i'm working on a 2d game and i'm using the new particle collision 2d available in the new unity 5.3.1 (i'm using patch 1), my particle is colliding in the right way with my player character, but after the first collision, the particle remain colliding, don't know why, this is the code that i'm using to detect the collision: Code (csharp):     public int[] DamageAmount = new int[3];   public float[] RestoreTime = new float[3];     private PlayerHealth PlayerScript;   private bool bBurned = false;... particle collision 2d never stop colliding, help need to solve this issue

  • Issue#6287: Issue with Trail renderer in Unity 5.3.x

    Hi, I am trying to render trails in Unity 5.3.x and i get two issues: 1. In Forward rendering mode the Trail flickers constantly and most of the trails are invisible half of the time 2. In deferred some work as supposed, others dont appear and others work half way (sometimes appear, sometimes not) The same scene in forwards rendering may show a flickering trail group and changing to deferred on the fly fixes it and looks great (in other scenes does not happen that well and both forward... Issue with Trail renderer in Unity 5.3.x

  • Issue#7054: Unity - Issue: screenshots of GUI elements with rendertexture

    I'm making a drawing / coloring app. I use uGui for stamp/sticker functionality. I'm trying to use a rendertexture to make a screenshot. But the GUI elements don't show up on the render texture. The GUI elements are on a Screen Space - Camera canvas which is rendered by my Main Camera. When I'm taking a screenshot I set the target texture of my camera to a rendertexture, take my screenshot, and reset. Everything shows up in the PNG except the GUI elements. This is my code: Code (CSharp): ... Issue: screenshots of GUI elements with rendertexture

  • Issue#7586: Unity - Issue with platform settings, changes not applied

    Unity 5.3.1 on Mac, trying to do this: "To fix this you must select the UnityBluetoothLE.mm file in the plugins/ios folder. Once you select it you can enter a value in Compiler flags. Put -fno-objc-arc. Another new feature of Unity 5 is that you can now specify additional frameworks that are needed by the plugin. You do this by opening the Rarely used frameworks section and checking the CoreBluetooth framework. " However when I tick the CoreBluetooth framework or enter the compile... Issue with platform settings, changes not applied

  • Issue#9165: CFD Volume change via density to obtain temp profile (gas phase)

    I am running a CFD code via C program. The process is a simple chemical reaction in PFR A+B-->C (gas phase) each having different concentrations. The concentration profile is with respect to mass fractions. I would like to to know how to implement a volume change using density to obtain a temperature profile for the above reaction. Thanks in advance

  • Issue#9390: Unity 5.3.1p2 Light Probe issue: dark spot in the opposite direction of the directional light

    I can't figure out why I get the dark shadow on the opposite side of the directional light. See image. The light probe that is in the shadow of the cube doesn't get that shadow. As soon as the probe moves out of the cubes shadow it does that. What am I missing?

  • Issue#11481: Android - Issue/problem with MetroPCS music unlimited

    Hi Androidforums, is anyone else experiencing an issue with music unlimited, whenever they use up their data high speed data, music services such as spotify and iheartradio seem to stall as well? I am currently on the $40 dollar plan, and have a phone that I used prior with T-Mobile. T-Mobiles... Issue/problem with MetroPCS music unlimited

  • Issue#12442: Runtime issue with 64bit Unity game integration into iOS native app

    My company integrates Unity games into our native iOS app. Basically our iOS app would run the Unity code when a user decides to launch any of the games. With the past 32 bit of Unity and native iOS code, we were taking Unity generated Xcode project files, and compile them into a static lib for the native iOS app to use. Whenever the user chooses to launch any of the games, UnityAppController would be loaded, and ran. This worked well for us. But with the latest 64 bit builds, the same... Runtime issue with 64bit Unity game integration into iOS native app