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Thanks for the comment. Yeah, I can easily imagine my goal here isn't necessarily the most clear. I've wanted to do an intersection effect like...
Any ideas? Is there some way to combine this with other effects in a single shader? I want it to clear whatever would be rendered by this camera,...
I have a very simple shader: SubShader { Tags { "RenderType" = "Opaque" "Queue"="Geometry-1" } LOD 100 Blend...
I'm working on a prototype, and would like to have NavMeshLinks that cover large areas. The question is that as there is the "Width" attribute...
Goal: I would like to use one object merely as a collision detector and pass its information to another object that would then act as if it would...
Ah, it's not as nearly as bad with Mesh Slicer as it first seemed, I just had one stupid oversight. There can be small slow down, but it shouldn't...
I have a project where I'd need to slice lots of arbitrary meshes into two pieces, and I'm trying to figure out what would be the best tool for...
Ok, found how to fix this with some extra logic for my purpose. When using Repaint, simply having this line of code UnityEditor.SceneView...
I want to force a repaint for an EditorWindow. Well, repaint does the job. The problem is that it does more than that. Whenever I call Repaint()...
What you describe sounds more severe. I think for me stopping and restarting the game has always sufficed. But that's also very annoying, when it...
Unfortunately I don't have clear repro steps either. Luckily it doesn't happen very often, but when it happens it's really annoying. It might be...
I'm experimenting a little bit with NavMeshes and NavMeshLinks, and I'm getting some weird behaviour with the agents. Here the P presents the...
The title explains it. In the past few days it has happened often, that when I'm in play mode and change the targeted gameobject in hierarchy the...
The asset is nice and all, but I'm having one issue. When using SplineRenderer to build a line along some path, and in some parts the curve...
Ok, that's a pity, but thanks for the answer. Already did a workaround for it, although it's less optimal than what I was initially going for.
Let's say B and C are subclasses of class A. Is it possible to make a prefab variant that has C in the place of B used by the original prefab? I...
This is really annoying. When I'm in play mode (unpaused) and I tried to search for something in the project view I get this:...
Thanks! I didn't know there even was a "reimport" option, but apparently that does indeed fix them. And thanks for sharing the code...
I updated my personal project from 2018.1 to 2018.3 (pretty much just to get those long-waited nested prefabs :)), but encountered a weird issue...
Thanks for the tip! It seems to be using Attributes for the cause and that has been my principle as well. I never thought of directly being able...