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I set up 3D objects in UIs that respect masking here. I have a 'portal' quad with a shader that sets a bit in the stencil buffer, then the 3D...
Just to follow up, I implemented a 'supertab' parsing method here to create something with the functionality I mentioned. It's a bit janky, but it...
Thanks for the solution Stephan. I wanted to ask though, could there be a way to have a single flexible space character? Something like a 'super...
I'm on 2018.3 here. Not sure if this solution will work on later versions. The built-in shader code is very sensitive to version changes (it's not...
So, here is a follow up: The problem with just returning zero from that method is that while it does fix the fading near the camera clip plane,...
So, I've spent most of the day here looking at this issue again, starting from jnoffke's suggestion of poking at the UnityComputeShadowFade...
You could use an animation curve. [SerializeField] AnimationCurve distribution; // defined in inspector public float WeightedRandom() {...
The instance ID isn't guaranteed to match across multiple sessions. That might work to store settings for multiple instances over a session, but...
EditorPrefs is your friend here. public static int myValue { get { return EditorPrefs.GetInt("MyCustomEditor.MyValue", defaultValue); }...
The simplest way would be to set up a test call to your scripts and invoke them from the inspector context menu, something like this:...
You do the same, but with quaternion operations: Quaternion wRot = localContainer.transform.rotation * myLocalRot; Quaternion tgtSpaceRot =...
Here is my current workspace: [IMG] My setup has five screens, and my unity workspace (by default) is set up to span the bottom three, plus an...
Adding my +1 to this. I was just searching here if there isn't a way to do that already. I noticed that the hub fires up a couple of different...
This is bad, really bad. I'm REALLY hoping this is just a mistake somehow. Those terms as they are could be taken to prohibit services as...
Adding my feedback here. I use prefabs extensively for pretty much anything that needs to be spawned into the scene. Like most everyone here, I...
Hi, I've just done a test in a fresh project, version 3.0.1 and the most recent demo package. It happens the same way as before. I've shot a gif...
Hi, Thanks for the quick reply! It does seem to happen with all roads. It's happening constantly here so I can definitely recreate it. I'll give...
I'm on 2017.3 now, but I've seen this issue on all versions pretty much as far as I can remember. As for overlays, I don't have anything that...
Hi, I've been having some trouble here with selecting and editing marker properties in the inspector. What I see happening is this: I have a...
Hi, This is more of a mild nuisance than an actual issue, but I figured I'd ask around to see if anyone's seen this too and knows of a way to get...