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yes, this workflow is completely unmanageable. It seems like the AddressableAssetSettings' "group" entries pretty much mirror the files in the...
This solution deserves more accolades! It's nice and elegant, and doesn't require editing of the base TextMeshPro package. Thanks again, I've...
Yeah, I was hoping to avoid that. Modifying the functionality of the built in fog would be a lot more seamless. But it's not the end of the...
I used this on an existing project which had hundreds of lights, and it seemed to mostly work. But be careful it's essentially making the URP...
Before, using the built-in render pipeline, we were able to edit the included DeferredFog.shader file in the Unity postprocessing folder to add...
I did get postprocessing working with multiple compositional cameras using semething similar to this....
Just wanted to let you guys know of a fairly serious issue. If you are in, let's say a pause menu, where Time.timeScale = 0, the asset loader...
Hi Dustin, I've got a Unity project that's currently using the full JSON.NET library. I've been trying to get your Unity version of it integrated...
5.2.2p3 is out, and it claims the issue is fixed! :)
this solution worked for us! http://answers.unity3d.com/questions/1070877/ios-splash-screen-issue-in-unity-52.html
So, we've narrowed it down to being a problem on Unity Mac only. When compressing the textures on a windows machine, it works fine. So, as a...
doesn't look like patch 5.0.1p1 fixes it :(
We're also getting that! It's becoming a huge issue, since if we build asset bundles for android for a particular chipset, we can't choose a...