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Only in editor because it needs to update the editor text field in inspector which requires a new String() creation. I've verified it in build on...
Here's how to access all the resolutions: // resolution in windowed mode Screen.width Screen.height // resolution set in the operating system...
Setting director time though playable reference provided at ProcessFrame method on a script that derives from PlayableBehaviour class doesn't work...
Just in case anyone gonna mention PropertyDrawers I already know that but they only work for specific components which is not what I'm looking...
Hi, I'm asking how can I draw something per property shown on inspector, like how unity draws prefab changes with blue vertical line on image...
Sorry, I am not usually active on forums and nothing related came up with my google search. Currently looking at source code of a prefab file and...
Basically what I want to achieve is a "SaveObject" monobehaviour script attached to object I want to save. When save requested that object...
I want use Unity's serialization system as a save/load system. Is it possible? I've haven't found anything about this topic. Is there any...
That will work until it doesn't. There will be eventually be a point where it's too specific to put into categories like "General Gameplay". It's...
I think method1 should be a bit faster. Though you better cache that ReadValue if you gonna use it multiple times. var vec2 =...
What do you mean by "continuous movement"? Yea, I don't like generating C# class either. It's just annoying to maintain and creates dependencies...
The new Input System sure is a lot more modular but it turns into spaghetti rather quickly on big projects with lots of ActionMaps. I think...
Using Blit without the material works just as expected but when passed with a material for some reason it sets the destination texture of the...
Having the same problem here. I need to add passes dynamically from script but this breaks my coding architecture.
Ohh, thanks. I was starting to worry that it's another "only unity can" thing.
But I do not have access to other CommandBuffer. Just need to acces global texture within CommandBuffer. Something similar to this: (this is not a...
My current approach is getting it from previous frame: tex_shadowmap = Shader.GetGlobalTextute("get_ShadowMap");...
And here's my implementation. Everything is the same except "Draw Calls 2". [ATTACH] NOTE: Just to be clear, I already know I can change which...
Hello world, I am trying to replicate unity's CollectShadows pass. I have given exact same shader parameters, textures etc to my implementation...
UPDATE: So turns out this is only true for CGPROGRAM shaders. If you changed it to HLSLPROGRAM unity no longer includes these files. Another...