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I'm also experiencing the same bug as in the original post by ahoffman. Leftover "TMP SubMeshUI" child objects are still sticking around from the...
Posting this for anyone in the future reading this who might be wondering where my bug report went: [ATTACH]
Disabling then enabling the CinemachineBrain seems work great! We're not seeing the problem anymore. Thank you for helping us out with this.
Thanks for the suggestion. Yes, the problem does happen only when a Cinemachine clip is present on the final frame of the timeline, so the idea of...
I thought about this but I can't find any way to remove the CinemachineBrain camera override manually in our game's logic. The...
Thanks for the reply. Unfortunately that did not work. I tried creating a new MonoBehaviour called GameEngineLateExecutionOrder and using its...
When I call PlayableDirector.Stop, I would expect the camera override set up by the timeline's Cinemachine track to be released immediately....
It's been over 2 years, has there been any progress on giving us the ability to see what FOSS licenses are used in runtimes built by Unity?
An update on this bug: I found a pending pull request on GitHub that seems to be a fix for this bug:...
Hi, I'm stumped on how to achieve something in Unity and would be thankful for any help! Is it possible in Unity to achieve a similar effect as...
Thank you very much, that seemed to work! (For anyone from Unity that is reading this, this is indeed a real bug that still exists. I don't know...
I'm experiencing this on 3.2.0-pre.4 on Unity 2021.3.16f1. Did you ever find a solution?
It looks like the FontEngine changes landed in 2021.3.16f1 based on the changelog. I installed 2021.3.16f1 and TMP 3.2.0-pre.3 and created a new...
Thanks for the update. I am a little confused - is the plan for TextMesh Pro to be deprecated? If so, when will the replacement be available and...
Is there any update on when this will be available? I assume this is locked behind the required changes to the TextCore FontEngine?
Hi, Is there a way to have timeline tracks or track groups that persist in the editor only and don't get pushed out in the final build, similar...
It's been a year, has there been any progress on giving us the ability to see what FOSS licenses are used in runtimes built by Unity?
Perhaps saying "*all*" was hyperbolic, but yes I have noticed it slowing down our game in the Profiler. And according to the Unite talk I linked...
Updating the local position and rotation of a Transform in two separate operations is unnecessarily costly when it can be done in one operation,...
I have filed a bug report (case 1404127) with Unity that includes a simple Unity project that reproduces the issue with the default Unity cube...