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I think Unity Hub is useless.
Who installs a separate software only to load projects? I mean, it's ridiculous!
Using Unity Hub must be optional....
Auto size is handled by text mesh pro itself.
I have not checked the compatibility of the plugin with Unity 2019.1.
Will take a look...
I noticed that just after I created the thread. I wasn't in the mood to delete it and post it there again. lol
Thank you @Baste. It was very helpful.
I have seen a pattern that people put the logic of their game into simple C# classes and use their classes in MonoBehaviors.
Are you using this...
I think the main problems of tests are:
1- You cannot mock dependencies.
2- There are a lot of static members in the Unity API.
Suppose you have...
We are developing an online game and as it grows it's a pain to test everything.
Server has tests so we can quickly make sure there are no bugs...
Please check if you have any compile errors or not. Compilation error causes unity to stop compiling RTLTMPro files.
However, You can add...
Well, that's clever that you don't mark transform changes as overrides.
Let me explain my use case. I want to have some full-screen world space...
When I set the canvas to screen space, Canvas automatically goes full screen and its resolution and scale will be set automatically. When I...
I came up with this small script that seems to do the trick.
After hitting Re-save all, it's safe to remove all FormerSerializedAs attributes....
How about writing an editor script that marks all assets as dirty and then save all? Is it possible?
I renamed a serialized variable and put FormerSerializedAs on top of it. Everything worked fine.
According to this blog post, There should be no...
Sorry for late reply, I have been very busy these days.
There's a bug in tag detection that it doesn't detect tags with uppercase...
Someone might use coroutines (mainly) to perform these tasks:
1- Do something across multiple frames
2- Do something with delays
Why someone shouldn't use an async method instead of a coroutine?
I'm referring to the PackageManager version:
Which version of the library are you using?
Can you please check if the same thing happens with TextMeshPro 1.3 and RTLTMPro 3.1.1?
It gets stuck every time.
Someone please put a goddamn timeout on this page and let us work!
It's so helpful!
I totally forgot about AndroidJavaProxy.
I was thinking about using UnitySendMessage function to send message through, but with...