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[IMG] Looks pretty much the same. Do you have any main menu where you can rebind the keys? I think the problem is some kind of interaction with...
I've tried that before, but I tried it again just to be safe. Sadly it has no effect at all. If I don't use the PlayerInput component and only the...
Upon starting the game, the input debugger shows all actions on Player#0 as disabled. This only happens when using the PlayerInput component....
When I check the input debugger it also shows all my actions as (disabled). If I add a PlayerInput then input debugger shows that Player#0 has...
I think I understand. So when I create a new variable every iteration of the loop, those variables wont change after they have been defined. So...
Hello, I am instantiating several buttons which I want to be connected to an index of sorts. This is because I want to be able to determine which...
This needs to be fixed, but I can confirm that using GameObject > Set As First Sibling works though. @Kamyker Thanks for pointing that out.
I've been waiting for this as well. In that post you linked they said that they are working on it and that it will release "soon". That was in...
Sigh... I guess I have to use the legacy animation system. Great.
Would you be willing to give a quick example how I can bind my sprites(frames) to the animation clip?
Yes but is this possible using sprites though? 2D animations with frames.
I read about this from a forum post from 2016 that asked this and a developer responded with: "Unfortunately, it is not possible at the moment to...
I have a UI and I want to use some particles inside of it. No matter what I do it seems that the particles gets rendered behind my UI. I've tried...
I've put the shader in a Canvas with an image component. The image component has the Material with the shader. It's animating correctly but there...
I tried to make a shader using Shadergraph and I added some color to it and applied the shader to my UI. In the editor it shows the color and in...