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Allright, updating both Unity and ARKit / Foundation has fixed the issue. Thanks for checking
Yes, all those systems are enabled and running, I have a ARFaceMeshVisualizer (from the ARFoundation package) component on the face object....
I'm trying to create something akin to the iOS animated Memoji's and for that I want to have the face information but I don't want to render the...
And to add injury to insult, when I download the latest silicon build from the painfully hidden archive page, I can't install it either: [ATTACH]
Disappointingly this is still an issue two years later, and looking at the (deep) profiler it is obvious that drawing the UI is the issue here:...
Interesting, I use Rider too
It got even weirder today. Unity was minimised and suddenly in totally unrelated apps (a file picker in the ImageImport app) Unity's tooltips...
I'm pretty sure I have all of the above. For example, just now, I was typing in my IDE when Unity decided to steal the focus with a recompiling...
My Unity editor (this happens in multiple 2019 versions, up until 2020.2.1f1 on macOS 10.15.7) constantly brings itself to the foreground and it...
I assumed contact points were structs so my local copies would not change over time. Either way the editor gizmo contact points and my drawn...
I did turn on the contact in the preferences, and that is actually quite interesting because they don't match the returned points (though I'm not...
I know, this is all measured in FixedUpdate. This is more or less the code I use to measure, _jump is set in the regular update. private int...
I have the same issue where the isTouching (or GetContacts) is still reporting active contacts a frame later. I just did a test with applying an...
Hello, I'm trying to use the contact points from Rigidbody2D.GetContacts to determine if a rigidbody is grounded. Getting the contacts and the...
Tangentially (har har) related: is it possible to add more pre- and post wrap loop modes (as described here for Maya). These are useful for...
Now that IL2CPP is "out" how many of the old performance considerations (for example:...
I had this happen too but the Animator already was the last component in the list, so that didn't fix it for me. After some digging I discovered...
That fixes it! Thanks a bunch! I guess that counts as a bug then eh? The eventData's pointer position is always averaged even when you're using...
No one? :(
@lordofduct Sorry, I didn't expect you to know why, I'm secretly hoping that a Unity dev will pop in an shed a little light on it :) And I agree...