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CameronMicka
Joined Oct 22, 2020
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Re: Access to seating hover effect
To recreate this, you would need to find a "ring" and "pyramid" model and position and scale them like the above image. You could then use the "Graphics Tools/Standard" shader to make a custom unlit material that looks like the above materials.109Views0likes0CommentsRe: No events showing in Microsoft Mesh after latest update
Hi mayarhanhon sorry to hear you are still experiencing the issue. Could you verify which build you are on? Version 5.2509.7 should have the fix. If you are not on latest a uninstall and reinstall might help. Also, if you are on the latest version and still experience the issue could you file feedback? Here is how to do that: https://learn.microsoft.com/mesh/resources/feedback80Views0likes0CommentsRe: Library conflict
Hi AndreaS1590 are you able to upgrade your Mesh Toolkit to a newer version? (The latest build is 2414.130) PlayerModule isn't in the toolkit anymore, and has not been for a long time. Mesh Toolkit versions older than 5.2406 have being deprecated. We recommend upgrading to the newest version of the Mesh Toolkit.291Views0likes1CommentRe: Using mixed lighting in Mesh
Thanks for asking about this TAndrieu - you might be one of the first people to try out mixed lighting (we normally go fully baked). To help troubleshoot can you share a screenshot of what you see in edit mode vs. play mode? I read womewhere that Mesh use it own shaders, but I don't find the source anymore. So, does Mesh shaders supported mixed lighting ? Mesh allows you to use custom shaders. So, you can use any built-in Unity shader (supported by URP) or write your own. Your shaders get uploaded with your environment at upload time. It is possible a mixed lighting feature you need isn't enabled in the Mesh client rendering settings - which could cause an issue like this.110Views0likes2CommentsRe: Gltf Runtime Loading issue in Unity Meshtoolkit
Good question, at the moment you can't instantiate objects at runtime (unless you are using cloud scripting) but you the recommend pattern with visual scripting is to create a "pool" of objects in the scene that are initially disabled. Then you enable and transform the object to the desired location after the user presses a button or other interaction with your scene.59Views0likes0CommentsRe: Gltf Runtime Loading issue in Unity Meshtoolkit
Good question, at the moment you can't instantiate objects at runtime (unless you are using cloud scripting) but you the recommend pattern with visual scripting is to create a "pool" of objects in the scene that are initially disabled. Then you enable and transform the object to the desired location after the user presses a button or other interaction with your scene.53Views1like0Comments
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