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I always thought that the improvement for Unity's null handling would be to replace it's equality operator overloads with some kind of IsAlive...
Even if you know about it, it still can be a hassle. Can't it? When you rename an assembly, suddenly you have dozens of classes that need that...
Hi from the future. I hope this is still useful. I think there are some purely technical problems with SeializeReference that may make you...
I don't believe that kind of capture exists. I think you can achieve this by waiting for the pointer to move a certain distance before you capture...
Hi! The binding system only supports some basic types when binding a single field. Namely types that are explicitly named in this enum. :/ So your...
I think one either handles physics as a special case, or everything else that becomes an issue with timeScale set to zero. Handling physics as a...
Yeah... :(. I think you can use reflection to access that event with some confidence if you really want the UXML support. It's a backbone of...
Well, it makes sense that it doesn't update when timeScale is zero, doesn't it? FixedUpdate doesn't run when timeScale is zero either. To be...
Right. It's a good answer to a question from a beginner, but I'm not sure it answers the question about why the Fixed Update mode would be...
If I understand the docs correctly, it processes inputs right before FixedUpdate. FixedUpdate runs before Update in Unity's event loop, so it...
Hi. I think @spiney199 's diagnostic is right, but I still call it a bug that it doesn't work with Fixed Update Mode. What's the point of that...
:D I've felt like that sometimes too. In this case, I say these are bugs because the field doesn't use it's range property properly for some...
How does it work?
Hi, I can confirm that these are bugs. I've known about UITK's Animation Curve Field being buggy for a while, but I haven't had time to make...
Just a small clarification. Unity currently supports C# 9 with a few limitations: https://docs.unity3d.com/Manual/CSharpCompiler.html
Hi, in the 17th page. I want to say a bit of what I think about this. First, please don't be rude to the people from Unity that are answering...
I'm not playing fool. I'm saying that it wasn't allowed to use Plus for clients that made more than $200,000. Plus was for more than $100,000 but...
Maybe it's a way to be more enticing the more expensive the game's initial price is. As we know, Unity is more frequently used for games with low...
Look, I'm a bit broken in two about this issue. I've never been a contractor for Unity stuff, but I've been for other things, and these costs are...
This has always been the case, even with the previous TOS.