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I know this is an old post, but I finally found a fix. Changing the Action Type from "Button" to "Value" allows you to switch action maps without...
I am running into an issue where switching from a "Menu" action map to a "Game" action map is requiring the player to release a button that is...
You're welcome. I'm glad to see some people getting use out of that code.
Is it possible to send additional data when connecting to or disconnecting from a server? I would like to make it so when a client connects to a...
It looks like some of the Quaternion functions were changed in this update. Quaternion.eulerAngles gives me a euler rotation with a 345 degree...
I found a solution to the problem of applying torque to align to a target rotation yesterday. From my testing, my code is able to handle any...
I was just showing the differences with various AA/Pixel alignment settings. The problem no longer affects me in the most recent Unity version...
I would love to see a function similar to rigidbody.SweepTest() for manual discrete collision detection. SweepTest() is great since it can be...
Thanks for adding that.
I know you can check if an input field is selected by the EventSystem with: public static bool IsInputFieldFocused() { GameObject obj =...
I think it is expected behavior since toggle groups prevent buttons from being toggled off when you try to click the buttons. It would be nice to...
Using a toggle group will prevent you from setting isOn to false. You can bypass that by doing something like: Toggle toggle =...
Making the text box size larger right before finding the preferredHeight should fix the problem, but it's kinda dumb that it's even necessary to...
I was having this problem too. For some reason the text box needs to be larger than the text to properly calculate the preferred height. As a...
Switching to DX11 fixes the issue for text and sprite blurring which is great. I noticed that blurring can still occur when GUI elements are not...
This problem also seems to affect non-text GUI elements. I tried making a sliced sprite with multiple different settings. Here are the results:...
I am working on an external plugin that updates the in game textures by reading DDS files. So far I was able to get DDS files to load in DX11 and...