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I agree with the general sentiment that this is such a step backwards in minute to minute usability of Unity and an IDE. The way it pollutes the...
We went crazy trying to figure out how to reduce shader variants in our HDRP . In our case, our HDRenderPipelineAsset all had...
I posted here. Hoping it gets attention at some point!...
I just update to Unity 2022.2.0 and needed to start using the AI Navigation package instead of the NavMeshComponents source code. Unfortunately,...
Is there a way to keep using the old NavMeshComponents code from github? I had made some modifications to that code that I would like to keep but...
Unity added the ability to remove unused overrides on prefab instances including prefab variants in 2022.2. Unfortunately, for prefab variants, we...
Yeah that doesn't work for prefab variant assets. Prefab variants are like prefab instances but I have to open each prefab variant individually to...
I made a tool to select prefabs you want to make variants of another prefab using the new 2022.2. Note that this could break external references...
I can't find a way to do this for a bunch of prefab variants at once. I have a lot of prefab variants which have tons of unused overrides that are...
Hi @pluginmaster418 , I just purchased and installed PMS but realized it might not work for my use case. Our scene is pretty bare to start with...
Whenever my game running in a standalone build becomes unresponsive, the game's resolution resets to the monitor's native resolution. This is...
No the only thing I changed was updating the TMP package and reverting that change fixed the issue. When debugging, the faulty graphic (that is...
So I updated TMP package to 2.1.0-preview.4 for Unity 2019.x and when I intereact with UI objects while playing the game after a bit, I will get...
Hi, about 50% of the time when I reload my scene by simply doing SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex); in code, I...
Hi, this looks like a great asset. I was wondering if support for HDRP in 2019.1 is planned?
Hi all, there seems to be something that is eluding me in how meshRenderers are destroyed. I have a script that instantiates a child object based...