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[IMG] This is an example of what I consider to be unusually long loading times upon changing a single assembly. The project in question has...
Just got an email back from Unity, the bug's been confirmed and it should be resolved in an upcoming build.
Whether or not it's a good idea to implement ScriptableObjects in this way, what's been described is clearly a bug IMO. More info here:...
I've also submitted a bug report. I've found this only occurs with floating ScriptableObjects - ones that aren't saved as assets. You can get...
Also wondering what's up with this. It doesn't appear to be a bug, but can someone explain this behaviour?
Due to the complicated issue of clipping and manipulating GUI.matrix, I want to pre-render some elements of my GUI for the purposes of ease (some...
Any updates on this? I'm simply trying to draw a rotated label (ala LayerMatrixGUI in the Physics Inspector) within a ScrollView, and I'm...
Sorry, that's what I meant. I still don't understand why any library referencing the recompiled library needs to be recompiled as well though. I...
This doesn't make any sense to me. When I make a change to a script in one library (test.asmdef) with several references to other asmdef...
I have 60+ characters in a game I'm working on, I've created them using an internal character editor, using multiple assets/meshes - bodies, eyes,...
There doesn't appear to be any method or property to detect if a scene object is selected in the hierarchy window. Selection.objects doesn't...
Sorry, I forgot to make this clear - I know what "m_" means as a convention for naming variables, my question is why does a variable like...
Earlier I was trying to write a function that would return the relevant MemberInfo for a SerializedProperty (using propertyPath and targetObject),...
I know it sounds odd, but to my mind that doesn't mean it should be dismissed. In my case, I'm trying to create a simple nestable prefab system...
This is a funny problem I've encountered. Here's the situation. Some of my prefabs contain components which reference the prefab asset itself that...
Blender has a cool feature which allows you to add a collision modifier to tan object, and then to step frame by frame with the applied physics...
Oh right. So how do I tell Unity that these aren't global properties? Is there an attribute I can add to the field/class? It just assumes for some...
Just curious, wondering if this is a bug or not. If I select a MonoBehaviour .cs file (ie - not the component, the actual script file in the...
bump Please help
[ATTACH] It has the class and method name correct, so I know where it's coming from, but the the bit on the right (Assets/Scripts/Util.cs:39) is...