1. Home
  2. Docs
  3. PIDI 2D Reflections 3
  4. Before you buy
  5. FAQ

FAQ

Q . Is there any free trial, lite or watermarked edition?
A . No, we do not offer any trial versions for our software. Since we prefer to offer fully featured versions of our asset that are tailored to different project sizes and scopes, we also do not offer any Lite editions.

Q . What is the difference between editions?
A . The Ultimate Edition works with both Legacy and Universal rendering pipelines and has a per-seat license, meaning every developer using the asset (and their employer if applicable) require their own licenses. The Universal RP Edition is designed for URP workflows only and comes also with a per-seat license. The Team edition works in both rendering pipelines and allows any number of users in a Single or Multi-Entity licensing model.

Q . Is the asset compatible with a specific mobile device / console ?
A . While we perform extensive testing in all platforms supported by Unity, there is no way we can guarantee 100% compatibility with every single device. As a general rule, any mobile device / console with support for Rendering Textures should be compatible with our asset.

Q . Is the asset compatible with X third party asset ? (includes water shaders, ocean shaders etc)
A . Our asset is not compatible with any other third party assets. This includes water shaders, ocean systems, etc. However, adding support for our reflections system to any third party asset should be a straightforward process that only requires some experience with writing and modifying shaders and reading the shader related sections of the documentation. If you are unsure about this, please contact the developers of the asset as they will know much better how to best modify their own products to support PIDI 2D Reflections 3.x. The only exception to this rule is Amplify Shader Editor, for which we provide custom nodes in order to make building custom shaders using our asset easier.

Q . Can the asset work with UI elements ?
A . No, the asset can only work when added to Sprite renderers.