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Hi, To submit the finished playable, please contact our AdOps team: adops-support@unity3d.com All contact points for our ad network can be found...
Hi there, Please check this thread for more information about creating playables with Tiny:...
Hey, I tried this today with exports from the new 0.14.1-preview version of Tiny, and they seem to work a lot better now. I didn't notice any...
Hi there, Try changing the delayed call to this: setTimeout(this.EnableEnemy, 1000, this.world, new ut.Entity(this.entity.index,...
Hi there, You can do this: const world = ut.HTML.HTMLService.oneWorld() as ut.World; Then you can use 'world.forEach' instead of...
Hey, Disabling an entity happens by adding a component, 'ut.Disabled' to it. To enable the entity later, you just need to remove the component...
Hey, This is also possible: namespace game { export function LogMessage() { console.log("Button clicked!"); } } and <button...
Hi there, I tried to reproduce this but so far I didn't have any luck. My setup was very simple, I had an UICanvas, and inside of it a sprite...
Hi there, We're actively investigating this issue. At this point it definitely looks like a bug, either on our end or in the Applovin tester....
Hi there, In your case, there's two recommended ways to access the component data. Option 1: const entity =...
Hi there, In order to destroy all EntityGroups with a specific name, this should be all you need: ut.EntityGroup.destroyAll(this.world,...
Hey, I'm getting the same warning on Firefox, but not on Chrome. It means that Firefox cannot access a file, tsc-emit.js, for some reason. This...
Hi there, There's an ongoing discussion about a very similar issue here: https://forum.unity.com/threads/invalid-entity-deleted-error.614443/ In...
Hi there, I managed to reproduce the issue you're facing. Looks like the Rigidbody2D is in 'sleep mode' after coming to a halt after a collision....
Hi there, You need to move all children of an entity to another location in the hierarchy before you destroy the entity, or alternatively also...
Hi there, You're doing it correctly here: closestPoint = new ut.Entity(entity.index, entity.version); There reason why you need to take a copy...
Hi there, That can happen depending on how the browser is configured. If the playable is shown via the Unity Monetization SDK, opening the store...
Hi there, There's also an alternate way to set this up. Basically, what we have usually done with our test projects is to create a repository...
Hi there, I tried to reproduce with this code but for me it worked as expected: let entity = ut.EntityGroup.instantiate(this.world,...
Hi there, At runtime you can do it like this: const physicsConfig = this.world.getConfigData(ut.Physics2D.Physics2DConfig);...