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We cannot use the profiler, because the profiler only works in the Unity Editor, but if we have the Unity Editor open, it connects to our...
Unity says you can disable the garbage collector: https://docs.unity3d.com/Manual/performance-disabling-garbage-collection.html We are in a...
We have a special situation where the Unity Editor locks down some resources, so we can't have the Editor open while running our app. But as far...
I can't figure out how to detect when the Garbage Collector does its thing. My app is getting periodic delays of just under 160 ms, I'd like to...
Shouldn't the .meta file and GUID only affect references within Unity (scenes, scriptable objects, etc), not within other code files? I mean,...
I had a Monobehavior class named Logger, and I started running into problems because apparently Unity has an internal class with the same name so...
Managed to fix Windows to have all three monitors at the same resolution - and that fixed the UI problem!
Hi, I'm developing for a 3-screen setup in Windows 10. I'm activating the three displays, using a camera for each, and it works great! Except, no...
We aren't supporting VR motion controllers at all with our existing app, it's all either keyboard/mouse or specialized controllers with...
But that reply was incorrect. Visual Studio 2017 debugging has not been broken since Unity 2019. I'm not surprised Microsoft said the solution...
Thanks - unfortunately, that would have the same problem I'm currently having, it would stop importing all my graphical assets. What I want is for...
I find nothing more annoying than to start a giant project with many GB of graphical assets importing, then step away from the computer, come back...
Good point, I should have mentioned that. Using Unity 2020.3.14f1 LTS, targeting Windows Standalone (x86_64) for VR using XRPlugin / Oculus. To be...
My project is compiling thousands of Shader Variants for HDRP/Lit, which I'm not using. How can we stop this? It's not included in...
I had the exact same problem, *and* the Add project button didn't work. What I did was manually type in a path to where to create the project over...
I am on a team where 5 people have the exact same laptop, running an RTX 2060 with 6GB RAM. Same NVidia driver version. I have a very simple URP...
But...what do you do with the results of that? How do you tell ScreenCapture.CaptureScreenshotIntoRenderTexture or screenshot.ReadPixels or...
Yeah, I realized my mistake and edited my post to just say your Quest. Works fine with Quest 1.
Yes, if you use "Oculus Link" to treat the Quest as a PCVR headset in Windows, you can use that in Unity to test and debug your apps in the Unity...
I'm trying to make screenshots in my Quest app without hitches, but I'm getting this error, despite AsyncGPUReadback.Request supposedly working...