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Your code didn't work. This works though: root.RegisterCallback<NavigationSubmitEvent>((evt) => { evt.StopPropagation(); },...
I want to serialize my ScriptableObject derived class myself but the ISerializable interfaces requires a constructor of (SerializationInfo info,...
Hi there. I've often struggled with Unity's inspector and I'm wondering if anyone knows about a software which does similar to Unity's inspector,...
Is there a way to convert a visual Element to IMGUI? I'm using the IMGUIContainer to wrap IMGUI's reorderable list but then I'd like to display...
When going through the results using ui debugger I see the the ListView's height is set to 0 when under Foldout and setting it to auto like it...
Nice, thanks for pointing that out! Just had to add com.unity.ui through the package manager and rich text is automatically working.
I'd like to know if rich text is supported by now. I don't seem to find any options for it.
@Kurt-Dekker That's a really cool way of using SO's. My problem is that my implementation can't really have any base, rules or restrictions since...
Hi I've been struggling for weeks now implementing a simple way to chain together methods that already exist in the project. Doing so is no...
This is a good source, I forgot I had seen this at one point. The problem that's facing me is that Bolt seems to be a component only system. I...
All of the tutorials I've found on youtube don't feature any info on the Bolt API and how you can interact with it in C# code. In my instance I...
I can but I was hoping SO had some gizmo features to simplify this. I've got tons more data in the SO so it makes perfect sense to edit the...
I have multiple prefabs which are snippets of a level which I then stitch together procedurally. I also have a SO sub asset in each prefab which...
I don't seem to be able to do that. Here's the code var area = CreateInstance<AreaDataSO>(); area.name = "SubAsset";...
I'm in dire need of this feature and I can't understand why this isn't possible. I guess it has to do with unity objects being partly written in...
I really like your idea, it's modular and simple. The only 3 gripes I have with it at the moment are that every single condition and onSuccess...
No no, each scriptable object is an unattached thing. It only has 2 methods, the condition and the onSuccess method. The parameters they both take...
I agree with you on the overthinking part and my generic conditional class was the simples way of doing it. But when I realized I needed to be...
Maybe. Could you tell me how I'd use interfaces for this?
I'm using ScriptableObjects to create quests and other conditionals. A ScriptableObject has a function which needs to have the specified generic...