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The frame freezes when I run this code.
I tried using async/await, but that throws an error saying it must be run on the Main thread.
Thanks for the reply!
So I take it, what I am asking is not possible without doing it like in the link?
I have a Texture that is not Readable and should never be Readable,
and I want this to be cloned and converted to a Texture2D that IS...
My problem was that my logic was dependent on the IPointerHandler running before Update().
I solved it by moving my Update() logic to a Coroutine...
My test was a flawed as it started mid life cycle and not from the beginning.
The test was with two buttons, Button A with infront of Button B....
Studying this execution order chart:
Where in this chart do we place the...
Thanks a lot for the input! That looks better to me.
In this example, is it possible to pass a variable from InstantiateGameObject() to DidLoadGameObject() ?
I don't want to use a global...
Long question... Hopefully a short answer. : )
More in detail:
We have two addressable references, we instantiate GameObjectA and when that has...
Yup, that worked great for my project.
Interesting, I will test that out.
I am loading and instantiating multiple textures with a single label,
however, when clicking on one of the textures I would like to add a...
Wonderful! Thank you!
Ok, turns out this was a Unity glitch rather than an Addressable issue.
I reimported the sprites, un-labled them in the Addressables window and...
All my sprites comes out white when loading.
* Loading other sprites in the same group with the same dynamic code works fine.
Unfortunately this setting is not available on the OVRCameraRig camera (as far as I can tell).
See new screenshots.
Since the FXAA should be...
Hi Stephan, I have looked for the FXAA setting from the link, but I can't seem to find it. (See new screenshots for how my current settings view...
This problem is ingame (inside the headset), scene and gameview in the editor looks as expected.
The TMP (UI) text looks about as blurry...
I am using 1.10.0