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Yes, this works, it is already mentioned by the topic starter. This is how: Instead of calling: UnityEngine.Networking.UnityWebRequest request =...
Similar issue also reported here:...
Actually I got it to work to get the stencil buffer in a single pass. I got it working by following the hint from...
It happens when we load a texture from an assetbundel with LoadAsset and then close the assetbundle with bundle.Unload(false);. Only for...
The DisplayDialog is this function: https://docs.unity3d.com/ScriptReference/EditorUtility.DisplayDialog.html
I have the same problem when I upgraded to 2017. I don't know exactly what triggers the error. Only a different file (but the same name all the...
Actually, I got that working. And yes @AaronBrownLM, the result is a red gradient. You need to blit with (USE ResolvedDepth!):...
The error arises, because probably the Camera is destroyed before the command buffer is destroyed. When I destroy the command buffer in the update...
Very good work. I downloaded your first example. I had to set the Camera Rendering Path to "Forward" from "Use Graphics Settings" in order to make...
I thought I had the same problem, but I just made a mistake in my code. I just tested it and it seems that at least in Unity v5.5 it is no longer...
Well a suggestion is here: https://forum.unity3d.com/threads/unitypluginload-not-called-in-native-plugin.436207/ , but it doesn't help me either,...
It seems that when you build your own dll's with Visual Studio 2015 the dlls have a dependency on VCRuntime140.dll You can see that by opening the...