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SpriteSharp 22.214.171.124 not working with Unity 2019.3.0b3
@alterhowdegen hey, got the answer form Unity support
problem still exist in Unity 2019.3.0b2
yes, have same issue.
Unity 2019.3.0b1/URP 7.0.1, Xcode 11.0 beta6/7 (11M392r)
Thanks, it was disabled
There used to be a share button, when you integrate notification, for example, in Slack for Cloud Build Build Success.
Is there any way...
Hello @Rene-Damm ,
Got this error after exit PlayMode
Unity 2019.1.0f1 and InputSystem 0.2.6
NullReferenceException: Object reference not set to...
For the sake of justice, you could actually create subgraph for custom node and reuse it. But I agree that C# class was much more handful in terms...
You can create Custom Function node in ShaderGraph now.
Is there a way to change mipmap level of a texture in SG?
Could you add this feature? If not, could you help me where to start, where mesh generation happen?
Am I be able to increase tilemap mesh complexity for more precise vertex painting?
+++ any news would be great!
We still not able to make custom nodes with 2019.1b5 and ShaderGraph 5.6.1 :(
Yes, just checked, everything ok.
I’m using SpriteSharp with 2018.3.0f2, everything ok. What exactly do you mean by saying "broken"?
Ok, here is some for Touch delay
Hey guys, nice to hear some news from you! :)
Are you trying to solve a touch delay problem on mobile and multitouch event system with UI team?...
Got this error in Unity 2018.3.0b7 and up(including b9). At the moment using 2018.3.0b5 and there is no such issue.
FixedUpdate() is not called when timeScale = 0.
I want to recreate FixedUpdate with coroutine but timeScale independent.
I'm trying to do custom TimeScale independent FixedUpdate function using coroutine. Its looks like this at the moment: