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Thanks! Oh I know how to get them, it's just a suggestion to automate the process.
Now basically I queue installing the latest patch for each...
I'm an asset store developer and I often need to test my plugins against Unity version compatibility.
I normally only test against the latest...
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Right now I'm using this simple check, but I'm not sure if it's sufficient to cover all edge cases:
public static bool IsRestructurable(Transform...
I'm working on a simple editor script that groups/ungroups objects under a new parent empty transform.
I'm using Undo.SetTransformParent and it...
It turns out you can access the actual position reliably with reflection, using:
2019 and this is still an issue. I can't find the case on Google. @GlitchedPolygons , any chance you have a direct link?
Clearing the global package cache seems to have fixed it, thanks!
Here! Looks pretty OK to me, as I said I used the reset to defaults menu entry.
Note: the path these warnings complain about seems to be wrong, like if the string parsing got confused.
The package manager started throwing these errors recently:
A meta data file (.meta) exists but its asset...
Did some more tests, it seems that
1) The Raycast methods only work in play mode
2) The coordinate conversions are tricky to get right
Hi Martin! Did you ever figure this out? Trying to achieve the same thing. :)
Bumping this, also very interested. Sorry for the ping but, maybe @Aras would know?
Also in this boat. @Graham-Dunnett , is there any way of specifying generic types (either closed-constructed or open-constructed) in the link.xml...
The 2gb is undoubtedly memory I allocated though (because I only have my scripts in a blank project and it's all managed memory); that's not the...
Tried it; memory profiler hanged hard for 30 minutes on a very good computer, had to force quit Unity.
I was working on my asset (Bolt) recently and noticed I was getting ridiculously high RAM usage.
The total GC allocated showed upwards of 1-2GB...
From my understanding, even an assembly definition file will get statically linked to the final build as soon as you use IL2CPP, which is the only...
@jjanzer_morph Hi! Quick question about licensing.
The MCS source on GitHub is LGPLv3.
As far as I understand (after quite a bit of research),...