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I wanted to implement a kind of ring menu. So when the player touches and holds a finger, the buttons around the touch position appear. Now...
I can't build my app using Firebase (Auth/Functions/Database). Steps I performed:
Installed the latest Firebase SDK a few days ago from...
It works when I implement the INotificationOptionProvider and return the default NotificationFlags:
public NotificationFlags flags => default;
Also, it would be cool, to be able to specify the type of marker a receiver can process.
public class MessageReceiver :...
Thanks for this awesome API!
I have a question: when you select "Loop" for the timeline's "Wrap Mode" all my custom markers are fired...
I recently tried to test my app on iOS and noticed that even on iPhoneX it lags.
When I run it on a very old and cheap (100$) Android...
Cool! Thank you - that makes sense ^^
I always thought about mesh-calculations and so on and totally forgot the game's perspective :)
What use-cases of Vector3.Orthonormalize() (the one with 2 parameters):
public static void OrthoNormalize(ref Vector3 normal, ref Vector3...
I see... thanks for the clarification. I just wanted to make sure, that Odin isn't changing anything unexpectedly ^^
I see - this was a misunderstanding. I saw a video where the instructor added package manager references somehow.
When will that be possible?
I'm having the following simple script:
Yes, my code compiles (without the use of the Assembly Definition).
What exactly do mean with "Is there any code under the other assembly...
I'm using Unity 2018.2.0f2
I wanted to structure my project a little bit and came across Assembly Definition Files. The problem is,...
What might be the cause of the following warning?
Usual method of finding Sirenix plugin path failed. Fallback to folder pattern search... (This...
I've already asked the question in the Feedback-channel, but I'm afraid, that it has been overlooked:
I dug deeper into the shader...
Hey, @wyatttt thank you very much for your detailed posts! I have a very specific question:
I dug deeper into the shader graph code and wondered...