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I've been poking around the internet trying to figure something out about plastic. Is it totally free when you host it on a vps? Free under x...
I'm confused about plastic pricing. All the pricing details on the plastic site are for cloud hosted. If I run my own vps plastic server (so zero...
issue 1193322 really sucks for me, is there any news on when the fix is coming to 2020.1?
I was scratching my head why my ShaderFeature once I had renamed the reference (to be easier to adjust from script) could no longer be exposed in...
Ooops I thought I had added that above code but must've forgot. Thanks! I do get that weirdness like the poster above with prefabs darker than...
When trying to create a prefab I get this error message NullReferenceException: Object reference not set to an instance of an object...
Any help getting stencil masking so I can render only on certain layers in URP forward? I thought the Render Objects layer feature in the URP...
I updated to the newest Addressables version (hadn't noticed there was a newer one) and getting a different error message:...
1.8.3
Everything works fine in the editor but after a build absolutely none of my assets can be loaded. They all error in the player.log with...
Aren't Addressables supposed to be out of preview? This is a pretty glaring omission
This bug is really annoying. It is causing my editor to crash frequently. Any idea when the fix is going up?
I'd happily pay again for a DOTS version too. Or even just breaking changes where you move more of the code away from Monos and silo it so...
Any ideas? I get warning spam in the log about unloading an unloaded asset since I can't tell if its already unloaded or not.
If you are trying to determine if a ScriptableObject accessed via AssetReference is loaded or not I can't see a clear method.
Yeah if you want the controller to be driven by physics then it isn't Kinematic so you'd want to use a different controller. If you want...
I'm pretty happy with this even with zero support. It has some great coding in it and is the best solution I've seen for a kinematic controller....
Are you transforming your hitboxes into world space off the sprite renderer or something? I can use that since it'd be accurate to any...
This uses 2D physics for collision checking right? I've been trying to do it in 3D space (with configurable z size) and it's been quite a pain
I'd love to have a proper timeline sequencer like in the Timeline or Animation windows, but my attempts at scripting my own have been a bit of a...