OffAxisCamera is now using Unity's build-in camera lens shift parameters instead of custom projection and view matrices. This should finally make it compatible with URP, HDRP, and PostProcessing.
#madewithunity#assetstore
https://t.co/2GoGw792jZ
OSC simpl 2.2.0 is out. The mapping of incoming OSC messages to methods has been completely rewritten fixing an issue on iOS that was caused by a recent Unity update. Bonus: you can now map delegate methods again. Oh yeah, keep it simple!
https://t.co/icj4GBJWWD
OSC simpl 2.0 is out on @AssetStore and your garbage collector will love it! Enjoy heap garbage free sending and receiving, full two-way address pattern matching, new OscMidiMesssage type and much more for the price of a cortado.
https://t.co/icj4GBJWWD
#unity3d#madewithunity
Published ExposedUnityEvent, extensions of the UnityEvent class that allow manipulation of persistent listeners in runtime and counting of runtime listeners using reflection. I use it across many projects and I hope it may come in handy for others as well.
https://t.co/nMfDxOwMZD
There are less than 22 hours to back and bring our dream @kickstarter to life. Making the world a less pressured place through playful experiences => https://t.co/GGSaMiLOBx
Happy for the excellent setup design and assistance by Vertigo (DK), the studio I share work space with. All 6 HD projectors are shining from a single GTX 1080.
https://t.co/Z6rxzCYm6p
@marcinignac Graphics.DrawProcedural not supported like it used to (no camera CommandBuffer hooks). Custom projection matrices not supported by PostProcessing and the shadow system.
Almost done with a commercial interactive experience for an expo in Hannover in two weeks. Found that Unity's new HD Render Pipeline is not made with off-axis cameras and procedural graphics in mind. Many workarounds was needed to make this box spin.
#madewithunity#hdrp