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Big thanks for the Workaround! I just added a checkbox in my Editor to toggle, whether I want the Database to be updated or not. Finally i have...
I'm sure i could work around all those cases that rely on scene-exclusiveness, but with that exclusiveness-guarantee some things are just easier:...
Assumption: MainScene Should always be open Scene-A, Scene-B Additively loaded on top of MainScene Only one scene active at once Lets...
Just came upon the same issue. Updating Unity to 2019.3.13f1 solved it for me.
Imagine I have the following UI: [IMG] Now I want every Subscene to blur everything behind it. [IMG] With the old fixed pipeline, i could...
When i set VisualStudio Community 2019 as External Script Editor and call...
@MNNoxMortem The problem with this approach is, that it's not really sync. So I cannot guarantee that after I called my Load() function, I can...
@Baste ResourceManagement.IAsyncOperation<GameObject> loading = Addressables.LoadAsset<GameObject>("Foo"); while (!loading.IsDone) {}...
Thanks for your answer. Too bad, that there isn't a proper solution :(. Can I anyhow work around it by letting the whole layout evaluate...
Hey! I was trying to implement your method. (My goal is to have a HorizontalLayoutGroup with childs (count varies during runtime) of maximized...