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I have a scene in the "Default Local Group" which I load at runtime. The scene loads fine but all script dependencies are missing (e.g. "The...
Can you please share the fix?
For 1. it seems I am out of luck as the documentation states:
First thanks for this great asset, loving it already!
1. Are properties with custom getters and setters supported? I have this property but it is...
I am on 1.4.5 and get the following error when I click on Add Release Type:
NullReferenceException: Object reference not set to an instance of an...
Thanks but again this runs after each build (similar to OnPostBuild). I guess the change in PlatformBuilder.cs has to go into AdvancedBuilder.cs...
Yes using multiple release types works too. I was asking because if I want to combine scenes as one dimension and e.g. Release / Debug as the...
First congrats to this awesome asset! But now a feature request:
I would like to build one executable for each scene. In theory it already works...
In the release notes of Visual Studio Tools for Unity 2.2:
For Unity on OS X with and Visual Studio in a virtual machine, Visual Studio properly...
Any news on lighting support for DrawProcedural()? It seems to use just one light.
I used bibbinators static constructor and extended it to also work in a build executable.
I am sorry to bother you, but did you had a look at the path?
Edit: Take your time, for now I switched to an old version (3.32).
No it is not fixed for me. I was already using 3.43e. Check this path: even before reaching path point 0 the path already hit the 3 speed points...
Any news on this? We have this problem too. Seems to happen when you have a camera with heterogeneous distances between path points. We need this...
The UI is generated from the XML files at editor time. The XMLs are not included in the build and you can not alter the UI once it is build.
I am also curious about testing your dependency manager! Any news on putting it on GitHub?
I am very interested in this approach. Do you have already have some more to share?
Will it be possible to execute flow scripts in editor (not in Play mode)?
Unfortunately I cannot find tkCustomBehaviorEditor in FI 2.6?