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[ATTACH] Talking to... where? This is called radio silence, not a conversation. Same way as "retroactive changes" are not "perpetual license"....
Just for the record, I did not say any of these. But you just did. My only point was that none of your assumptions were well-founded just overly...
I mean, it's more just hearsay, technically. But then again, the bottom line is, the highest yielding customers are most likely already safe. No...
There is a fundamental difference, though: Epic is a privately held company. And it's controlling shareholder is the founder (and CEO), Tim...
I'm sure Unity sat down and made individual agreements with their biggest [highest yielding] customers before the announcement. I don't think...
Hi! Thank you for your quick reply. I specifically posted this here, assuming that the community may have experienced something similar before,...
Hi! I'm struggling with a problem with AllIn1SpriteShader, probably rather related to the editor / settings, and I wanted to ask if anyone has...
Thanks for the quick update! I've added these method calls to my use case (either to State.Began/ State.Ended or just bluntly inside...
Hi jjxtra, thanks for the updates and the proposed solution. Unfortunately it's quite hacky for me as the items are completely decoupled from...
Hi, I have another question. If I have an object with a LongPressGestureRecognizer inside a scroll rect, how can I mark a touch input (grabbed by...
Hello, I'm trying to use GestureRecognizers for providing a Drag&Drop UI experience. My items are UI elements. They can, in some circumstances,...
Hi, I would like to use TMP_Pro alongside Fingers so I put TMP's inputs (like TMP_InputField and TMP_Dropdown) to FingersScript's...
Hi, Thanks for sharing your script! I'm using a modified version of this script and found that it doesn't work for items in an ILayoutGroup,...