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I hope UI mask can support moving, rotating, scaling, nesting, semi-transparency, gradient, particles and 3D objects.
It is difficult to replace UGUI before UIElements support adding GameObject to the panel. Game UI contains VFX and models are common requirements.
(Case 1204407) [SerializeReference] serialized data loss when class name is changed
I tested in 2020.1.0a15, serialization error when renaming class Jump1 to Jump2:
renaming class Jump1 to Jump2...
Add a restriction: if the class wants to be referenced by [SerializeReference], the class must correspond to a script. Just like a MonoBehaviour.
Unity 2019.3b1 [SerializeReference] data is stored by class name. If the class name changes, the reference will be lost.
Is it possible to store...
If the class name changes, the reference will be lost. Is it possible to store by GUID instead of the class name.
Thanks very much! I will try these methods.
If a project has dozens of roles. Each role's resource is a bundle, but there will be a situation of shared resources. If the shared part is as a...
So at present the best way is not to use Sprite Atlas. Use this ASTC compression format.
I just need to take care of a_AssetRef. ReleaseAsset() and Resources.UnloadUnusedAssets() when switching scene.Is this the best way to do it?
Bundle_A contains Prefab_A And Prefab_B,
Bundle_B contains Picture_A And Picture_B,
Bundle_C contains Sound_A, Sound_B,
I am also troubled by this problem.I hope it's automatically remove.
I think that two particles need to be sorted by distance and sorted in the set order at the same distance. It seems that only Sorting Fudge can be...
Using Order in Layer + Sorting Group seems to satisfy all the requirements. I don't know when I have to use Sorting Fudge. Is the Sorting Fudge...
I hope the prefab will be more useful before Unity 2018 LTS.
[ATTACH] [ATTACH] [ATTACH] [ATTACH]
Sprite Mask-Custom Range is false.
These three components are default parameters except Sprite Mask-Sprite,Particle System-Masking,Particle...
Parent: Sorting Group
Child 1：Sprite Mask
Child 2：Particle System
Particle System Masking is Visible Inside Mask.
Other parameters default....