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Also note that anything in the System.Threading is not supported in webgl, so youre not able to do await Task.Delay(100); at all.
Yeah, having a lot of keys will become problematic for the registry due to leaks. So you could instead serialiaze a sequence of values into a...
Additionally, unitys built in json utility is the fastest at the moment according to the benchmarks here, so it's a good starting point to save...
If you're gonna show async and awaits, you might as well use a WebClient to download data using their task methods
var webClient = new...
You'll need to use the instance id of the `target` as the pref key to get and set the preference.
private void OnEnable()
Is there a particular reason for using bitbucket to host the source over github?
Reproduce this on your end, and then upload the Editor.log file
With the addition of sprite masks, I was able to achieve a fake 3D look in a fully 2D game.
Did you wake up from 2013 just to post this one message?
No dependency on Unity
Gives you all the control
Included writer and reader objects for managing data in packets
they use the git that is registered in your environment path
Use a static cancellation token that gets fired upon OnApplicationQuit
I thought we went over this, Unity doesnt make documentation until 3 generations of unity are complete.
Jokes aside, having an early...
Increase orthographic size.
Its not a bug, its by design.
Comment out line 237 and line 242 in PixelPerfectCamera.
They already get displayed there just like any other folder, but you arent able to delete them. It would be a nice QoL feature to be able to...
Set your PPU to 1, and decide on the lowest possible resolution. For example, the SNES has a resolution of 256x224, and because of this, a 32x32...
Yes, the physics by default assumes a PPU of 100, so with a PPU of 1, gravity is 1/100th. Which means that your objects will fall slowly, this can...
Easiest approach is to use a PPU of 1, so that each pixel is 1 unit. As for the canvas, thats not a scaling issue, its rather an aspect ratio...