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Hello @Lars-Steenhoff ! I'll show this font size suggestion to our UX designer. As for rounded corners, our platform code capabilities are a bit...
Hello, again @MechaWolf99! Well, it took a bit longer than I personally expected but I've just received the notification that your idea has just...
@Helper0 The new context menu will have a scroll bar. Since we use UI Toolkit controls to populate menus, ScrollView sounds like a natural option.
Yes, we'll have new context menus in Unity. But don't expect them to instantly have icons or titles. What you see in these gifs is just a...
@vertxxyz Yes, your example looks doable. However, if we go one step further and make all PropertyAttribute-derived attributes apply to...
Hello @MechaWolf99 . You do raise some good points. Initially, we wanted to do a new attribute since that would introduce the least risk for...
@Novack My advice would be to not recreate your editor every frame. Reorderable list picky for that particular scenario and since we're moving...
The scroll bar handle is too tiny for me to move it :/ On a serious note, no, we don't have a timeline for it yet.
We do share the opinion that the create menu could use some reorganization. We have some ideas for it but did not get to implementing them yet.
Hello @Yoconn. As of 2023.1.0b2 this shortcut is already in Unity. I was also wondering about this shortcut some weeks ago(I'm spoiled as well...
Just an update on this shortcut idea. We've had the animations team approve this feature request and expect it to go into Unity soon.
Definitely better than having to override the entire component drawer but still very hacky. Glad to see UIToolkit is making things a bit easier.
Perfect! Thank you! That table mode is really neat! You mentioned there are many ways of hacking collection drawers in, would you mind sharing...
Hello @Jes28 . I've visited the code where PropertyAttributes are handled. From a quick look, it does seem to me that this feature could exist...
@Lurking-Ninja Very good consideration. When doing the RenderDoc shortcut we left it initially unassigned to eliminate unintended execution risk....
Hi again! Good point, I'll try to improve the description when addressing play mode shortcuts.
Hello @Baste , we have discussed this some time ago and I added your suggestion to our backlog. In fact, we do have this functionality for one...
That's a good point. We are looking into it.
Well if you need to change shortcut behavior between windows, then contextual shortcuts that specify the window type the shortcut will be invoked...
I've created a case for this issue here: https://issuetracker.unity3d.com/issues/editor-shift-key-prevent-the-use-of-sceneview-tool-shortcuts