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Thanks for your answer @bgolus. Would you know if there's any way to create the depth texture ourselves instead, and by doing so, have more...
I'm using the Frame Debugger, and I've noticed that when objects are rendered using the MeshRenderer, the draw call in the depth pass if from...
Does anyone know what dictates the draw call order of the Depth Pass? I'm using the Frame Debugger, and I've noticed that when objects are...
Does anyone know what the controls the draw call order of the Depth Pass? I'm using the Frame Debugger, and I've noticed that when objects are...
I'm having a Sprite shader with a ShadowCaster pass which causes the DepthPass draw call to not batch correctly. I've created a custom shader...
Okay, here are my findings. The enum pop-up UI doesn't work if the canvas it belongs to is set to Screen Space - Camera mode and has a custom...
The dropdown hierarchy is created just fine, it's just not visible. I've also noticed that there is a component called DropdownItem that is...
So far it's only enum fields that don't work. The fields aren't missing, the problem is that when I click on the field nothing happens, no pop-up...
Any idea why the enum popups don't show up?
We updated to Unity 2017.4.1 and the issue seems to be gone.
We are using layers for other purposes, so that is not really an option in our case. Plus, there is a limit of max 32 layers.
Hi there, Our game has been crashing a lot lately and every crash dump file is pointing to a call to Physics2D.IgnoreCollision(). We call this...
Hi @Lucas-Meijer or @Tautvydas-Zilys Any idea why taking a snapshot from an Xbox build with Il2CPP scripting backend won't work? We get this...
After some further tests, I can tell that the issue only occurs when Use XInput is enabled and the game is run through the Steam client. If the...
Hi @guavaman I have a Steam related problem regarding RawInput as Primary Input Source and Use XInput checked. When I connect a PS4 controller,...
Hi there, just a quick question: Should the SettingsTexturePackerImporter.txt file be commited to version control?
What is the best practice for improving compile time in a relatively large project with over 2000 scripts?
Hey Alvarezmd90, could you post your solution here?
Any more news on swapping animation clips on the AnimatorOverrideController? Is it possible to do without resetting the Animator state machine...