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TL;DR: If you're experiencing this on Win10, try going to the "Add and Remove Programs" control panel, finding "Microsoft Visual C++ 2015-2019...
Wait, I take that back... I did this, and started updating a bunch of my files to use nullable references where I actually want nullability, and...
Thank you! This worked perfectly. And is quite preferable to adding a hook to Unity that does a regex replace on the completed project file,...
So, I updated to Unity 2020.2.0a15, and immediately wrote a switch expression and it worked. Nice! The feature I wanted MOST from C# 8, though,...
So I'm trying to build a shader that extends the Standard shader a little bit, adding a simple color overlay. So I wrote this shader: Shader...
Bumping this, because it turns out that Compute Buffers can't quite accomplish all I need (though it handles a lot of it). When working directly...
So I downloaded the Unity 4 beta, and the first thing I did was dive into the documentation to see exactly what features of DX11 were actually...
I find that in large Unity projects, it's actually best to abstract away the MonoBehaviour, because all the restrictions placed on it make it very...
As I've put more thought into it, I realized the solution I proposed in the last paragraph actually isn't so bad. I can get the axis-aligned...
I think I may have, for the first time, completely hit a wall on what is possible in the Unity engine. I need very large cube terrain, stored very...
I've been heavily test-driving the development of my game, and have reached the point where I need to start adding tests for the front end....
Okay, so 2 weeks and a lot of work later, I'm on the verge of abandoning this feature. This latest PNG encoder was not usable to me, in it's raw...
Awesome, thanks. You've been extremely helpful.
@Marrk: Haven't had time to properly test it yet. I don't know that it'll work, but I figured that "pure .NET" meant there was at least a chance....
I just discovered the Atalasoft DOTimage library, which has a free license that's still capable of doing everything I'd need. There's no explicit...
@pakfront: I intend for the map image exporter to be usable by end users when the game is released, so it really needs to be in a format that...
So, I have a need to export extremely large PNGs from my game (it makes procedurally generated world maps, and I want to dump an image of the...
So when reading through the changes in Unity 3.2, I saw the following: Debugger: Attaching the script debugger to (and detaching from) Unity...
I am able to compile assemblies from within Unity's version of MonoDevelop just fine, but I still have the same basic problem: I can't instantiate...
Sure, that question remains, if, and only if, you ignore what I just said, quote: Key phrase, "and didn't come here to have my code design...