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Yeah, I'll find something. This just reinforces my belief that nobody should ever embrace any of these services Unity puts out and never finishes...
SIgh
My holidays were great. Still waiting to hear some information on this package.
@hamilton_unity Would it be possible to get some Unity input on this?
Any update on this? There is code in the package that doesn't compile in 2020.2. Is this going to be continued at all? What about the SDK? Is it...
Is there a Mesh Renderer on it? I seem to be getting the message when there's a TextMeshPro - Text and a mesh renderer. Edit to add the...
Tested on 2018.3.9f1 and it appears to be fixed!
I'm experiencing this as well. Good to know it's being looked at.
No marriage proposal from me, but yeah, much love for this!!
This will work nicely. Thank you!
I really love the package manager, but I was hit by this issue as well. Are there plans to allow referencing a package assembly in our custom...
That's... outdated. The current version of Unity allows .NET 4.6.
I think you can do this through the asset's custom editor by overriding Editor.RenderStaticPreview.
There's nothing stopping you from writing your own normalize function that provides the behavior you want. But no, I would argue against having...
What version of Unity are you using? Unity uses a very old version of Mono, and it's possible it doesn't support partial methods, although partial...
What @Joe-Censored said. Also, if you have many assets in a Resources folder, those are all processed during each build and can take a long time...
EditorSceneManager has methods for creating and closing "Preview Scenes". At this point I have no idea what they are, though. You might look for...
Using Code Tags Properly
If this resolves it then the strings aren't equal. One probably has white space or something. try if (string.Equals(a.Trim(), b.Trim()) {...
I believe the recommended way for doing web requests nowadays is UnityWebRequest. Might be worth a try if WWW is broken.