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I'm not sure. AFAICT you can't use 7.x with 2019.2 and 2019.3 is still in beta so I'm not going to upgrade the project to it yet.
Thanks I didn't know those project settings existed, looked like ours was set to a scene with some bad post processing settings. Not confirmed...
Prefab isolation mode lighting is completely broken making it practically unusable in Unity 2019.2 with HDRP 6.9.1
How do you reference a specific entity/GameObject rather than querying for a bunch of them?
DefaultWorldInitialization.GetAllSystems needs a cache. The overhead it causes for creating conversion worlds is out of hand. I'm spending 77% of...
What do ComponentType.ReadOnly<T>() / ComponentType.ReadWrite<T>() in a GetEntityQuery actually do? I tried to verify my assumptions in the docs...
It'd be very useful for Entity Index to show up in the entities list always. When I Set a custom name I now have to click on the entity to see its...
Is it possible to search for all prefabs in assets which have a certain script? Something like p: t:prefab c:Camera to find all prefabs with a...
Inspector lock doesn't work. I frequently use 2 inspector tabs, lock one and compare GameObjects side-by-side. This doesn't work with the entity...
When ProGrids loads its preferences it tries to parse colors using this function, but if you haven't customized anything the colors are empty...
Straight forward Convert method, just calls AddComponentData, which lets it get picked up by some systems that do the work.
If I have SubScenes open in edit mode it doesn't seem to run any entity conversion at all, but I have some GameObjects that only work as entities...
Yes my entire project is in asmdefs (27 total). I have no code that is in the default assemblies. I have in fact another layer of pain ontop where...
If it was possible to conditionally reference the Addressables.Editor asmdef only for the Editor target I would be fine leaving it. But right now...
From another recent post I did discover GetSingleton which seems like it would solve part of the problem but it doesn't support Monobehavior...
There's a pattern in used in FPS sample I dislike, but I can't see an obvious alternative. protected override void OnUpdate() { var...
AssetReferenceUIRestriction as well as AssetReferenceUILabelRestriction shouldn't be in the Editor assembly. I don't mind having to wrap all my...
I see, I thought you were talking about something like replace all TMP calls to Resources.Load with resourceManager.Load where resourceManager...
Any traction on this? It's frustrating to strictly avoid Resources, go through the trouble of using Addressables everywhere and have TMP force...
Looks like Unity Physics does not respect the StaticOptimizeEntity script. The ConvertToEntity process correctly adds the Static component and...