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I was considering just creating a new post with the exact same content.... I would really like to hear a dev's response to this.... just...
Hi folks Can't find anything online about using the selection outline feature in an editor (as opposed to in game). Basically, in my editor...
I'd love a dev to answer so we'd know if there is a workaround or maybe tell us how they envisage that working... I've got some workarounds I'm...
Well, this is Unity land, right? Cue the hack.... So, this the best I've managed by way of a...
@VergilUa I appreciate the thought... thanks! In this case I think it may work with the child meshes I've got with your transform idea and...
@VergilUa I certainly agree no tool should try to redefine the way a common interface works unless that's it's sole purpose! In my case a parent...
I have a complex child hierarchy of objects created by a parent based on various settings in the parent. I'd like to hide as much complexity as...
@SevenPointRed Well, unless I'm doing something very wrong, the new "nesting prefabs" system allows you to create a prefab that contains other...
@SevenPointRed Your suggestion is effectively what I've been booting around for a few days and where I've run into the limitations I describe....
Hey all My $0.02 to throw into the mix! I'd like to see it as: The user to be able to set up a list of default scenes - the drop-down or...
[heavily edited from original text (but not intent) to make it clearer it's a suggestion not a complaint and to add background as to where I was...
Hi folks I have a Editor for a component on an object - this script is intended to create a child object at editor time based on a selection of...
lol - good point! My head was still in tag-and-find mode :)
Thanks so much for that... I've saved that in my references! I guess it's my OCD or maybe just familiarity with other systems that I'm used to...
Ok... that didn't work as expected :( Here's the window I used: using UnityEditor; using UnityEngine; public class MyEditorWindow :...
That, I think, may well be the insight I've been lacking as I assumed it was unloaded and reloaded on both occasions!
I'm going to try that in the Awake() and the -= in OnDestroy() - hopefully that'll bookend well enough :) Thanks all! I'm assuming since no one...
I had seen that on my wanderings, but without OnEnable() and OnDisable() firing as expected (although they do, at least, fire in pairs) I worried...
Oh wow.... that is a brilliantly elegant solution! So that'd let me search all the GameObjects I'd be interested in by tag. Then I'd run into an...
Hi folks So I have a little EditorWindow... when I enter play mode OnDisable() is called, and then OnEnable(). This is 100% OK with me and...