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I need to do the same but changing it in runtime also changes it it editor mode - this is bananas. Does anyone has any ideas as to change this...
Bumping this one (three years later)... 421 warnings every time.
This code only works if the current platform is set to "Windows, Mac, Linux" and macOS is selected: UserBuildSettings.architecture =...
This is me (one year later) wondering the exact same thing... The lack of a BuildTarget for Standalonex64ARM64 makes it impossible to reliably...
I my case I use it to automatically switch between talk and idle automation whenever there are pauses in voice acting. Today I do this using...
Thank you for your reply, For someone with no C/C++ knowledge (like myself), it would be CRAZY appreciated if you (or anyone on the Unity team)...
Calling PSDImporter.GetImporterPlatformSettings(BuildTarget.Android) returns the "DefaultTexturePlatform" settings instead of the settings for...
Sadly yes... Either Unreal (where things appears to actually get fixed over the years), or Godot where we have a chance to fix them ourselves. If...
To whom it may concern: var psdImporter = AssetImporter.GetAtPath(assetPath) as PSDImporter; psdImporter.SetImporterPlatformSettings(targetSettings);
True... And also - what are the chances no one would have submitted a pull request for this (and endless other ancient bugs) years ago, had Unity...
Thanks for the info @SeventhString. I gotta say though, that writing a plugin in another language just to monitor if a channel has input or not...
Note that the original poster is asking not for the volume, but for the current level of the mixer's output during playback (which is exactly what...
Exactly. And I can't find any other way to monitor the sound data other than OnAudioFilterRead (which results in crackling after its done)... Is...
Wow... This explains a bug I've been working with for many days (I really wish this would have been mentioned in the OnAudioFilterRead...
Surely there must be a way to get runtime data from an Audio Mixer? I wonder how the Unity editor window for the Audio mixer is created.
It's bananas, but I can't seem to figure out how to read runtime data from the AudioMixer (or more preferably an AudioGroup). Does anyone have any...
I'm having this problem too (using Unity 2022.3.5), here's what I'm seeing: If I use OnAudioFilterRead() on any component on the scene, music...
Nice, do you know if the fix for the Input System package is due soon to? The "Listen" button is (almost) non visible at the moment.
I tried every suggested solution here (on Unity 2022.3.3) and the only workaround I found is to Build and then deploy manually... Totally bananas...
Thanks for the reply! Yes, that is a bit roundabout, I actually managed to do what I needed (check if the input method changed) by checking the...