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If you didn't, double check in windows settings. For me .bat files still look like that even if notepadd++ was associated with them. Also, when...
Found something that fixes it for me! @you74674's mention about "sudo-prompt" had me digging around the internet and I found this post with a...
Thanks!
I think this is definitely possible somehow. Earlier this year, an asset I owned, Path Painter, was moved from publisher Procedural Worlds, to 3D...
Hi @codestage, I've just upgraded ACTk from a pretty old version. I don't know the version exactly, but my best guess puts it around 1.3....
Thanks! You're awesome. Can't wait to try these systems out.
If still available, I'd like to get a voucher for this deal
If 'object' in your example is a UnityEngine.Object, then using "is Null" may cause undesirable effects as "==" is overridden in Unity to check if...
I haven't actually checked to verify, but as it says on the Post Processing Stack (v1) asset store page, you should be able to get v2 from the...
@BOXOPHOBIC Is it possible you'll have the documentation updated before then? It's quite empty in there.
I think a discord chat would be good.
I'm just guessing here, but do you have "Soft Particles" turned on? If I remember correctly the default line material uses a particle shader and...
I'm also seeing the same problem in 5.5.2p1. @LeonhardP do you know if this is also known to be a problem in this release? Sorry, I know this...
I just want to second that feature request. Being able to diff different versions of a file is really more of a requirement for any source...
Iron-Warrior's script calculates the velocity of the projectile based on an initial angle and the target destination. The only physical way for...
Thanks @ryanc-unity! When you guys work on integrating more diff/merge tools, please consider Code Compare! It's an awesome free tool that even...
I can't get the diff tool to work properly either. I have both TortoiseSVN and TortoiseGit installed on my pc, so the "Revision Control...
Have you tried just reflecting the player's velocity, using Vector3.Reflect, using the jump pad's direction as the normal? Then I would just check...
What you need to do is get the quaternion that represents the rotation from the child object (gameObject3) to your target object (gameObject1)....
Yes you can do this now! I recently was able to implement this. From the comments in this article, it looks like the elementHeightCallback was...