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Hey @SimonDufour, Thanks for the prompt and thorough reply. Ok, overriding the TSS is as simple as adding a stylesheet to the TSS in its...
Hello, The popup from the dropdown visual element is created as a layer outside of the context of the UXML which contains the dropdown. It gets...
I duplicated out a UXML file and on the duplicate file inside UI Builder I opened a nested UXML in isolation and edited a string field. The string...
It seems odd that you can't provide the Addressables.MergeMode when trying to get the download time. Is this is a missing feature or did I miss...
I came across the height issue with elements overlapping etc. while creating some PropertyDrawers. My particular case is with ManagedReference...
I get what you're saying, while you can surf the docs to eventually make sense of thing, it can also be vague and misleading and in my opinion...
Hmm, I'm sorry but I'm inclined to disagree. Yes, I was using OnValidate in an Editor script which was being called, but at very unreliable times...
I would suggest an editor script that just gets all changes that happen in the inspector. OnValidate is useless. Check this out:...
This reliably solves the OP's problem. I find myself wanting what the docs say OnValidate does. FYI As per the docs: "Editor-only function that...
@grizzly thanks so much for the response. I actually just responded saying that I was using Mathf.CeilToInt() and it should be setting it to 3,...
Hello, Looking for a bit of clarity on compute shaders. I have a compute shader that I used for calculating movement of an object. It works great...
This was frustrating. Needed to add [RequiresPlayMode] attribute: //For all tests in the class [TestFixture] [RequiresPlayMode] public class...
I was struggling to get sudden color changes instead of blending with the LineRenderer recently and I found myself on this thread while trying to...
This stream is great, however, this snippet here does not work because the GameObject is Null at this point: case...
Thanks @Kurt-Dekker.
Hello, I have a need to change the text of a text mesh pro UI text object and retrieve its textBounds to resize an object for a unit test. I have...
I was able to get rid of most of the artifacts by enabling Double Sided GI on the trouble object materials/shaders. I know this is an old thread,...
I just actually stumbled across this issue. I have a very simple 1D blend tree for movement forwards and backwards. A moveSpeed float was used to...
Solved this by setting the cull mode to none. Seems that setting it to double sided doesn´t make that change for you until you click on the...
The cause of this happened to be that enabling double sided did not automatically set the cull mode to none. Since the cull mode default was...