3D scenes consist primarily of three main visual components—lights, mesh renderers and shaders. A light is, well, a light, and Unity supports four different types. You can find them all under the GameObject menu. Experiment with adding the various types and changin...
Number of swapchain buffersSet this option to 2 for double-buffering, or 3 for triple-buffering to use with Vulkan renderer. This setting may help with latency on some platforms, but in most cases you should not change this from the default value of 3. Double-buffering might have a negativ...
The simplest way to create an animation is to drag and drop images into your scene and let Unity create the animations for you. To start, I drag some single sprites into Unity and in turn Unity creates several things for me. First, it creates a game object with a sprite renderer ...
Shader precision model Select the default precision of samplers used in shaders. Refer to Shader data types and precision for more details. Strict shader variant matching Use the error shader if a shader variant is missing and display an error in the console. Keep Loaded Shaders Alive Keep all...
Vector3 headPosition)) { headPosition = Vector3.zero; } Quaternion orientationTowardsHead = Quaternion.LookRotation(position - headPosition, Vector3.up); GameObject anchorGameObject = GameObject.CreatePrimitive(PrimitiveType.Cube); anchorGameObject.GetComponent<MeshRenderer>().material.shader = Shader.Find...
Renderer: The particle renderer is not used at all in UI Toolkit and thus none of it is supported. ⚠️ Please keep in mind that UI Toolkit as a whole is still a work in progress and not quite ready for prime time. Unity itself still recommends using UGUI instead of UI Tool...
I/Unity ( 4027): Vuforia.Internal.Core.StateProcessor:ProcessState(IVuState, IDictionary`2, IVideoBackgroundRenderer, ICameraController, IWorldOriginProvider, DeviceObserver) I/Unity ( 4027): Vuforia.Internal. I/Unity ( 4027): ConfigureVideoBackground ...
Under the "Renderer Features" section, add a "Opaque Texture (Rough Refraction)" feature Built-In To see transmissive and volume materials correctly in Unity, Add the "RoughRefraction" component to your Main Camera. HDRP HDRP has its own rough refraction support. There's currently no automatic...
Mesh Renderer Prioritize illumination Enable this property to always include this GameObject in Realtime Global Illumination calculations. T... NavMesh Agent The agent is defined by an upright cylinder whose size is specified by the Radius and Height properties. The cylinder moves wit... Network Au...
Determine in which order objects are renderered. This way for example transparent objects are rendered after opaque objects, and so on. Additional resources:Material.renderQueue,Shader.renderQueue,subshader tags. Properties BackgroundThis render queue is rendered before any others. ...