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Thank you @MelvMay for this fantastic API that makes the 2D so much easier! But there's one serious problem for my use case: PlatformEffector2D....
I'm trying to use the PlatformEffector2D to create a sort of stairs. I want the surface to collide with the objects falling on it [from above,...
Hi, thanks for the cool package. Been playing with it and I need help with the API. Is there a straightforward way to get all the links within a...
Function names are just absent in the even dropdown. It doesn't make any sense that custom MonoBehaviours're supported, but built-in components...
I have Animator with a controller that has one clip/state. One same object I have AudioSource. I'd like to call AudioClip.Play() from the clip's...
@SebYnoV I did exactly what Rene showed - instantiated & binded a player input runtime. I suppose you would need to instantiate 2 input components...
Resolved the issue by deleting type property from my package.json and adding "hideInEditor": false.
I've been following Unity's guide on creating embedded packages and so far everything has been great. However, my only problem is that I cannot...
Is there a way to make custom renderer effects using Scriptable Render Pass with Forward Renderer like in this video ([MEDIA]) work with 2D...
I want to achieve global grid effect that would not move with Renderer, i.e. it would have worlds-space UV. My first implementation was drawing...
Setting "Generate all .csproj files" and pressing "Reset arguements" has solved the problem with 1.1.4. [ATTACH]
@nco2k glad it helped. Downgrading to 1.1.3 works as well and might be a better solution.
@yuanxing_cai are there any plans to support this Blend Mode parameter on materials as well? Like the way I've described here. [ATTACH]
Unity's 2D Renderer settings provide both addition and multiplication options, but that seems to apply only to 2D lights. [ATTACH]
I am having two simple effects: one applies noise to a texture and the other one masks it with "rays". When I put those two materials on a...
Found out it is called Port Binding but still did not get how to apply it.
This is what I have now: [ATTACH] And this is what I would like to have: [ATTACH]
@vhman Thank you for your work. Having this as a package is very convenient and I can confirm it works.
I have created a subgraph that, among other ones, takes a Vector2 as a parameter meant for UV input. But quite often that parameter is left...
Figured it out: Unity's VSCode package. Downgraded it from 1.1.4 to 1.1.2 and it works.