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Can someone explain how caching actually works for Unity WebGL content (and addressables)? Here's my issue: when uploading new versions of the...
Brotli will help you have smaller sizes, but yes, you can use addressables to split up the content. I have a couple of projects right now that are...
Mysteriously deprecated in the Asset Store...
I was trying to get this working using the tracker profile in this post...
It would be extremely nice if Unity actually gave a useful message like *where* editor is being referenced, so we could troubleshoot this.
I actually made an in-editor tool to be able to build and upload automatically, you don't need to install python or the AWS sdk or use a terminal;...
Can't wait to have some time and spare cash to give this some use!
To get a VolumeProfile in URP you need to reference the Unity.RenderPipelines.Core.Runtime assembly.
Just in case anyone is struggling with getting the VolumeProfile to show up, you need to reference the Unity.RenderPipelines.Core.Runtime...
This is normal. Because of some limitations of WebGL, you can't have audio auto start. You need the user to click something on the site so the...
Hi @Novack thanks for the asset, got it running in a few minutes after a whole week of suffering with Google's REST API and .Net libraries and...
For anyone still looking at this, I tested it and yes, it does appear Application.isMobilePlatform reports correctly while in WebGL. I wish Unity...
Wait, so reordering components also affects their execution order? Had never realized this before o_O Anyway this worked for me, thanks
I'm using a render texture generated from a second camera for a minimap. It works well in editor but I get a black texture on the build. The web...
Looking good. How performant is it? My dream is to have something like this for WebGL, since I can't use the precomputed realtime GI, and its...
I stumbled upon this issue when trying to use decals for projecting eyes and mouths on my characters and was stumped on it, thanks for the info!...
I discovered that even if trying to check for phase, the reason it still fired twice for me appears to be because I had two InputMaps with the...
Yes, it seems an oversight of the coders of the PlayerInput component to not have included the context in the messages. Seeing as how SendMessages...
This error is really annoying. It's still showing up in Input System 1.4.2 Had to revert to 1.3.0.
Surely this is not the intended behavior? There's a lot of packages and assets that use Resources folders for Editor only things. Why are these...