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What if instead of Unity auto-magically serializing lost fields into matching variables found in the Upgrader, it simply exposed a way to query...
Hey Shawn, thanks for the reply! As soon as I get a bit of spare time, I'll try to see if I can figure out some way to whip up a simple repro...
I've used (abused?) this a bit and, to some degree, do "start working with" the data inside OnAfterDeserialize. I think my most common use cases...
I think for some cases, like your team, that makes complete sense. But for others, not so much. In particular, I think people that publish tools...
Oh yeah, I agree. In case there was any confusion, that is what I meant also. I probably should've been more explicit. When I mentioned "pure"...
Ah, I see. Given that restriction, I suspect simply packing 8 bit ints into a 32 bit value, similar to Color32, would work out OK. 0~255 for each...
I just took a quick scan over the docs. Looks fairly intuitive and similar to upgrade schemes I've worked with in the past. For now, I have two...
I'm not sure if it's the best way to accomplish what you want, but one approach would be to wrap each of your horizontal controls inside their own...
I'm trying to implement selection for my component in the scene view. It appears to work mostly fine when I'm zoomed out. But if I zoom in closely...
Good to know. Thanks for the info! For anyone that runs into a similar situation, it turns out I had a couple problems going on. My biggest one...
I have a component that has two sets of data: - "real" data, which will be used at runtime - "editor" data, that is useless at runtime, but is...