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It's not true for consoles (at least for PS4, PS Vita, PS5, Xbox One, Xbox Series and Nintendo Switch; I haven't made Unity game for other...
Use TextMeshPro with SDFAA. Signed Distance Field fonts are crisp for any font size which player could read. But if you must torture users with...
Your code is ok, but in Slider inspector you should link TestValue from "Dynamic float" not TestValue from "Static Parameters" (on top of list of...
First: Use Time.fixedDeltaTime in FixedUpdate. Second: Check if "Jump" is triggered: add Debug.Log in if with Input.GetButtonDown("Jump"). My...
I think your custom UI element (VoronoiUI?) should implement ICanvasRaycastFilter interface. Implement IsRaycastLocationValid method from that...
You can use hook for SyncVar and in hook function set variable only when client wants to (in your case once).
You didn't use cursor position for ray, but center of screen. For fireRate you can use for example timer var timeBetweenFires : float = 0.3f; var...
You want to sort it by name in UI? Just add SetSiblingIndex after each sort (above you've sorted objects just in array). GameObject[] count =...
What you are looking is hook: Example: [SyncVar(hook="ValueSync")] int value = 0; void ValueSync(int newValue) { //it only fires when value...
Currently you can't zoom in/out Animator Window (you mean Animator not Animation Window? In Animation Window just use mouse scroll). Unity is...
It means that your targetObject Animation does not have animation named "Up". When play automatically is checked it plays default animation (even...
In UI objects are drawn based on position in hierarchy. So you can move logo up in hierarchy over button and should be ok. Second solution: you...
Use Lerp on euler angles instead of quaternions. For example: //N - number of full rotations int N = 3; float startAngle = N * 360.0f; float...
They both would be playing the same states in sync but in each state you can use different AnimationClips. Layer in sync is just instance of...
If it is vertical only you can use Vertical Layout Group and add to it component ContentSizeFitter (set Vertical Fit to Preffered Size) and to...
Canvas shouldn't be there. I've tested code and it never returned canvas object. Are you sure you don't have some UI Image or other raycast target...
You can check with which UI object eventsystem is colliding. It can only raycast on UI elements, so there must be UI element: //usage example...
If you want to always spawn item 0 at spawner 0 ect. just add to list of items index of spawner. So list would be <item0, 0>, <item1, 1>,... . So...
You mean both are using Unity UI (backgrounds and button)? So that would explain why IsPointerOverGameObject always returns true. You can disable...
No. It checks with raytracing if it collides with UI element graphics. If it doesn't have renderer it shouldn't detect that object.