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I've got a bunch of small asset store packages I downloaded to check out to see if they're suitable for my project that I decided not to use, but...
The ideal solution for this is probably a specialized "TextScrollRect" that does virtualized layout/scrolling of a large chunk of text. That way...
I've got a UI element that handles both click and drag events. I have a single MonoBehavior that implements IPointerClickHandler,...
I don't fully understand what you're trying to achieve, but listening for a ChangeEvent on the control(s) you care about might be the way to go....
Excellent. Thanks for that. I look forward to putting it to use. For the time being I got my use-case working by skipping the data binding and...
Any feedback on this? From what I've gathered, if you let it use the default property drawers for an array, everything works ok - and by default...
Populating a ListView is pretty code driven. You can set the data source (the bind-path field I believe) in the UI Builder, but you'll still have...
Alright, that got me kind of, sort of, almost rolling. I'm binding my ListView to an array field, which is an array of simple objects with a few...
Excellent! Thanks for the quick response. That sounds fantastically user-friendly compared to the code for manually setting up the binding in...
This thread: https://forum.unity.com/threads/uielements-listview-with-serializedproperty-of-an-array.719570/ mentions that 2019.3 should support...
Got this all setup and working. Just an FYI for anyone else who may run into the thread - the matrices in the code above are reversed from what...
Well, that certainly saved me a ton of time digging into the geometry shader stuff. I'll go give this a shot. Thanks so much for taking the time...
Well, that's unfortunate. There's 3 normals per vertex (2 for adjacent faces, 1 for a smoothed vertex normal) I'm sending for the silhouette...
I'm working on a shader for silhouette rendering (details here). I've got it working on meshes that don't have an armature, ie FBXs that import...
Well, I managed to sort this out myself by using the Mesh.GetAllBoneWeights() and Mesh.SetBoneWeights() functions. The code is slightly more...
I'm working on a shader that requires some specialized geometry. I have an AssetPostprocessor that duplicates some vertices (along with UVs,...
re: the backup prompt - after choosing 'no' my scene file size has shrunk by an order of magnitude and save times are instant again, so it does...
Hi Raoul! Thanks as always for the support/reply. I'm running 2019.1.0f2. I've got several thousand trees on the map, but no vegetation / detail...
I have a scene with what I think is a not very complicated road network - but recently discovered the scene file had grown to over 80 MB. If I...
Glad I could help! Good luck with it.