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I fixed it by just setting the value to something low (0.0001f) instead of 0. I think there is some divide by zero going on under the hood in...
I'm having the same exact issue, I tried the proposed solution but it didn't help anything. I wasn't having this issue at all before updating to...
I have a UI setup that is currently working with the old input system. This morning I tried switching to the new input system so I could better...
Thanks for the reply! I tried a similar test where I used Mouse.current.delta.ReadValue() in Update() but it was giving me the correct value with...
So I set up a quick test to see what was going on with the mouse delta being passed and now I'm even more confused than before. private void...
For mouse movement wouldn't you want to take the raw change in pixels each frame though? I understand for a joystick you would want to get the...
I was checking out the new input system over the weekend, I'm a big fan so far of the features but I was wondering what the correct way to process...
That is a much better solution lol.
So I played around with it some more and added a few more assemblies to the link and it works now! For anyone who is interested here is the...
So I put a file into my assets folder called link.xml with these contents: <linker> <assembly fullname="Unity.Rendering.Hybrid"...
Awesome! I'll take a look right now thanks!
I am using windows IL2CPP and I did check the logs, I saw my debug logs in there but no errors or any other output. Thanks!
I've been messing around with unity ECS the past few days but have hit a snag. I am creating several entities with a position, rotation and mesh...
I checked the log file and could see my debug logs but no errors. I believe the shader is being included in the build since I have an object in...
I know this thread is old but I am in a similar situation. How do I know when the reliable packet ack has been received? I have looked...
Having this issue with our game as well. If anyone has a link to a bug report I will gladly vote, or if it has been discovered what the issue is...
I was having the same problem with our game after upgrading the project to unity 4.2. After looking at unity's memory profiler as well as xcode's...