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Hi, I made a build using unity 2021.2.7f1 where everything was working on Itch.IO. Which for reference can be seen here:...
Reinstalling worked for me! @zrocweb Thank you!
I have the same bug, and I cant find an old version of UnityHub. Does anybody have an installer for one?
Looking forward to it :D
A version without that need does sound like a good idea =) When is the 3.0 release estimated to be ready? and would this also fix the problem I am...
It does say 2.4.3, same as the package manager. [ATTACH]
Hmm.. my test was to limited. Adding more enemies (which die at different times), then destroying the object directly doesn't quite work as...
Hi again, I just confirmed in a build, that the Destroy works as expected. Now the only error I have left, is when deleting the scene and having...
Hi I just updated, but I cannot locate the Delete(). Which object class is it on? I have tried the WaterObject and the WaterObjectManager. Did you...
Hi I am experiencing a few bugs, when destroying waterObjects. Do you have a proper way of doing this? E.g. should the synronize be called at some...
Hi again, First off, the tessellation feature looks awesome! I have now made a few things that work acceptable for keeping a particle system...
Hi, I have purchased the package and got it integrated to my other water asset and everything seems good on simple shapes. However, I am creating...
So the algoritme would be something as Do raycast from somewhere above the base of the mest downwards a few units, to see if there are water near...
Hi, I have bought this and so far like the look. However one thing is puzzling me, how to do a OnTriggerEnter with high waves? Adding a...
Hi, I am using the new input system and trying a scriptable object approach to my architecture. Each scene is completely separate (goal), and is...
Did you ever figure something out? Even though this is a long shot =)
Hi, I have some unity tests which goes something like: [UnityTest] public IEnumerator MoveForwardNoFlag() { var...
Hi, Great work with the testability of the input system. Just tried to make a full integration test where my player interacts with multiple...
Hi Lurking-Ninja, I just tried your version and it also works! I think I will use this method, to avoid too many extra properties. Thank you =)...
Hi Rene-Damm Thank you very much. I tried the following and it worked =) General in the class private Action<InputAction.CallbackContext>...