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Using `generateVisualContent` I add some visuals to my element - nice! But now, since the visuals render outside the bounds of my element, if I...
Found the reason. I was testing simultaneously on WebGL (Mobile/Touch) and in Editor (PC/Mouse). For WebGL to work, I needed to explicitly use...
I have a hard time figuring out why would IsPointerOverGameObject(0) always return false, even when RaycastAll returns something. Here code: void...
Maybe it's not a bug, but the documentation doesn't state anything of sorts that would imply that this would generate geometry on top of default...
Changing my code to only render "adornments": private void OnGenerateVisualContent(MeshGenerationContext mgc) { var painter = mgc.painter2D;...
Attempting to implement an element with skewed shape using generateVisualContent, everything worked fine, until I tried to use alpha for color....
Same here, 2022.3.5f1 fixes the issue.
Stumbled upon the same kind of need. Trying to make a self-contained Custom Element with a UXML template, having to use Resources/Addressables...
Ah, okay, thanks to https://support.unity.com/hc/en-us/articles/115000292166-Symbolicate-Android-crash I found how to do it, turns out I have the...
How do you guys even get the full stack trace for IL2CPP? With Logcat, all I get is this: #00 pc 00000000004b96fc...
Not all, because we can still fire Task.Run(), and how would that be handled within Start/Update etc. then?
Thanks @_geo__! Oh, nice! Weird thing, I still don't see any explanation as to how/why it works with Start message, for example. Yeah, have...
With async event functions I mean: - async void Awake() {} - async void Start() {} - async void OnEnable() {} - etc. I can see code bits on the...
I have a slow moving Rigidbody which is fine to use Discrete collision detection mode for most part, except sometimes the body can enter...
I hope this is the right subforum! I have a problem with Editor Handles... [ATTACH] Like in the image pictured, ProBuilder draws it's vertex...
I have a script in an Editor folder, where I attempt to reference UnityEditor.ProBuilder, but it fails with: The type or namespace name...
Daamn! Thanks for the help! P.S. Yes, the RigidSetMass works, don't know what I had messed up there the first time. I did make some great...
I quick-fixed by directly adding the method to TxRigidBody... heh: public void UpdateMass() { Rigidbody rb = m_rigidBody;...
Nice! Now that's some info! It seems that changes to rigidbody inertia tensor and center of mass are ignored if Truss is used? I also attempted...
Yeah, Interpolation fixed the dance. Hmm... why so? Due to there being no way to run in actual sync with PhysX? Maybe there's a way to get around...