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It seems that the new packages don't have an option anymore to choose between "Proxy" and "Render" import modes. This is quite important when...
Hi @makaka-org, as Unity has started to copy our feature set into AR Foundation (AR Foundation XR Simulation), we will likely not add additional...
@kristijonas_unity I also ran into this, reported as IN-31231. In my case the hash in the logged error is always 0000..00.
I think this nails the problem with the approach: for years now, advanced users complain that new shiny things are developed for the least common...
Thanks, good to know – how long is long-term as layed out in (2) if I may ask? - that's not quite what I asked - my question is overriding the...
Exciting! But also scary! I second some of the comments in here regarding "yet another layer" being added. So, as a result of that, some...
Here you go @karl_jones: IN-19286 - [AssetDatabase] Error when trying to load texture (Assertion failed on expression: 'GPUWidth == m_DataWidth')
This is still happening for fresh project setups on 2021.3 LTS. @karl_jones is there an existing bug report by now or do you want me to make a...
+1 from me as well. It's a super common workflow to - run your game - adjust assets on the fly (should reimport either automatically or with Ctrl...
I think you need to copy the entire folder into Unity (including the textures). Alternative is having absolute paths but that just makes things...
There's still new ones happening - are there plans to work with npm/GitHub to resolve this? Seems to be getting more, not less. E.g....
@LeonhardP one more. There's MANY of these right now that people are obviously confused about
@LeonhardP this might be security-related
The idea isn't to get the device name to enable functionality in the first place, it's to improve the default, cross-platform, device-agnostic...
I've seen this as well and the reason is that there's a bunch of different "Device Names" for different space navigator devices, but they all work...
I'd recommend to use scoped registries wherever possible instead of directly using git packages. E.g. check if it's available on OpenUPM, or if...
Hi! You can already do that on the generated texture asset - only the bytes will be overwritten, not custom modes that you specify there. As per...
@the_real_apoxol or @daves would be nice to get a response here, thanks!
There's s a GLTFRecorderBehaviour that you can look at for an implementation of this, please open an issue if that's not sufficient with an...
@hierro__ if you're using the prefrontal cortex fork of UnlityGltf you can export animation data from Animators, legacy animation, and via a...