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are we allowed bumping? *bump*
To be clear, the issue is that my gameplay very often will cause a control to be disabled while a key is being held down (before the 'cancelled'...
I have some controls that can get disabled before cancel is called. In the past, I got around this issue by creating a new object instead of...
The problem was resolved by deleting the streaming assets folder
I should specify that I had some bundles built and saw that the spawned prefabs were out of date with respect to the most recent iteration of the...
The main errors are: Exception encountered in operation Resource<ResourceManagerRuntimeData>(settings.json), status=Failed, result= : Invalid...
In my game, players can place roads, which agents will prefer to walk on rather than the terrain. My road prefab has NavMeshSourceTag and...
Allow me to explain. So the navmesh, originally is all of area type 0. I place road A and that area becomes type 2. After placing road B, that...
Ah I see. Well, I haven't used navmesh all that much in the past besides simple navmesh. There doesn't seem to be a whole lot of documentation...
No, I have that as well. I seem to be missing "PhysicsConverter", "LineOfSightRequest", "World.Active", "PhysicsMeasurements",...
should this work out of the box? I get errors on many things that don't seem to exist. I doubt a few months would be enough for all of these to...
So budget is not a problem. I have used both rewired and I've started using unity's new input system. So far unity's new input system has really...
Is there no means of knowing what I'm clicking / hovering on with the new system? Is the only way to do a camera OverlapPoint? with the old input...
same. also in the debug controls window, it doesn't update values (but the ds4 works fine here)
If an action causes the action or the map to be disabled, when it's enabled next time, the action will not work until it is pressed twice. Atm,...
I'm using 'Left Stick/Y' for a menu and noticed that it repeats the 'started' if I slightly touch the stick. I tried playing with the deadzone but...
@mafff I'm saying that it works out the box already. press/hold for the simple stuff, and a second action that check for button release. In the...
I think that in the callback, there must be a way to discern which interaction it came from, which would make it fine to have them on the same...
You can have more than one interaction per button. so you can have a 'hold' action as you say and also a 'press' action that is set to "press and...
So after the new update, you only offer PrimaryKey for LoadResourceLocationsAsync and not InstantiateAsync. Is there a reason for this, because...