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Hi everyone, I am proud to showcase a game I developed with my classmates in 6 weeks as part of the MA Game Design & Development course at the...
Hi. You can do this by setting the flexDirection property of the parent element to Row. Like this: element.style.flexDirection =...
One thing you could try (I know this works for me for my custom slider handle) is to call VisualElement.CapturePointer() within the...
If I understand correctly, what you are asking is that for some component A, how to make an A-read system react to changes from an A-write system,...
I have been working on a turn-based tactics game with ECS architecture. And the solution I ended up going for is a singleton enum value like the...
I'm writing this to highlight one aspect of the semantics for IEnableable components which is a bit odd currently. Specifically that...
UI Toolkit is now a part of core Unity and you don't need to install any additional packages to use it. Simply "using UnityEngine.UIElements;",...
Adding this line for each property should do the trick: [field: SerializeField] Unity doesn't serialize the backing fields of auto properties by...
Just wanted to write something to express my appreciation for the DOTS/entities set of packages. I have been a long-time fan of the ECS...
I believe in addition to the property, you also need to declare the variable in the HLSL code. Find a place anywhere within the generated HLSL...
If you don't need the disc to completely match the geometry of the surface, you can considering using Handles.DrawSolidDisc within the...
I have taken a look at the code, and I think there are two potential problems here: 1. It looks like the main method of moving the character is...
I see. Well your struct array looks fine as it should be completely serializable. Making use of SerializedObject should allow you to modify the...
It's unusual to need ForceReserializeAssets() for something like this. Could you show the code for this struct array? It would be more efficient...
public class ObjectSaveStats { public List<float> playerUnits = new(); public string unitName; } Try doing this and see if it works. All...
Change this: private enum Select { None = 0, ElementOne, ElementTwo, ElementThree }; To this: public enum Select { None = 0, ElementOne,...
Curiously enough, Debug.LogError also doesn't seem to throw an exception. It simply appears as if it does because the error message in the console...
I have only now realised that Debug.Assert is a thing in addition to UnityEngine.Assert. But looking at the documentation, it looks like while...
Hi. The value of the worldPositionStays parameter should be dependent on what you want to do. 1. If you want the child's world position to not...
Try this: transform.localRotation = Quaternion.Euler(Yaw, pitch, roll); Depending on plane model, this may not be completely correct mappings. But...