We are not yet at the threshold so might as well get some more impressions.
https://jamtonyx.itch.io/palblade
I'll take the time to try out your submission as well. Sometime today after work.
We are not yet at the threshold so might as well get some more impressions.
https://jamtonyx.itch.io/palblade
I'll take the time to try out your submission as well. Sometime today after work.
Ours is browser based as well however it does seem to misbehave with Firefox unfortunately.
Otherwise, here's a link:
https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4716681
I'll give yours a rating as well in a bit.
Sounds good. Here's our project https://itch.io/jam/theveryseriousjuniperdevgamejam/rate/4716681
I'll rate yours submission later tonight as I'll be heading out soon.
I really like the idea for this one. Fishing on Planetoids is a really neat gimmick. I did find reeling fish in to be a challenge with the mouse however this was in browser which was reported already. Mouselook does seem to misbehave on occasions when trying to look at something but otherwise, it would be cool to see this get worked on further as I could see this filling in the void that Webfishing left. Solid Work!
Yeah, I did notice that after the fact that none of the Pals were getting the Dash ability. Something to do with the Pal generation as we originally had more abilites planned but reduced them to just the 2. The game does have rare premade Pals that do have the ability however we made the drop rate a bit too low IMO sadly. Just things to fix after the jam.
Still, Thanks for playing!
In my project, I use camera stacking with different URP Render Assets in my project (Primary Renderer and Weapons Renderer) and the Post-Processing object is displaying a error message about adding the CRT effect to the primary renderer when it has been applied to the second camera renderer.
If I were to apply the CRT filter to the main URP asset, the CRT effect won't apply to the Weapons and there doesn't seem to be any problems outside of the message so can I ignore the message?

Upon further inspection (And realising that Bloom is in one of the test scenes), you're right. Bloom does work, it's just the glow (Material Emissions) that disappears. My bad.
So I guess to rephrase my original question, is there a way to bring back the Emission Glow?
CRT Filter Off:
CRT Filter On:
Edit: The particles themselves are shuriken particles, the material is just the standard URP particle material.
Hey, just purchased your shader pack and I'm happy with what it offers.
Currently, I'm incorperating it into my project and I've noticed that the post processing effects removes Bloom that I use to create a glow around particle effects. Should bloom render like everything else ideally but doesn't work or am I going to have to pick one or the other?
Edit: For context, I'm using the Unity 2022.3.56f1 and URP Forward Renderer.