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That is an awesome asset. Thanks so much.
Thanks, I'll look into manually computing it.
Ahhh.. As I feared. Too bad it seems to be the only way to get mesh vertices besides basically recalculating the mesh on my own every frame.
I have a mesh with ~7000 vertices, when I call the following code, it seems to take around 15ms according to the profiler, and also measuring it...
@IGY-United could you elaborate a little more? that example is not really clear what's going on
Any way to do this from code in play mode?
Anyone figured out a good way to deal with this?
why isn't this right at the start of the manual page on scroll rects!?!?!. Thanks!
Yes I"m having the same issue. Did you ever solve this?
Why not just add a script TurretBase to your turret's local root empty, and then inside the turrret hierarchy, call:...
This doesn't seem to get rid of that warning. There's no option for public serialized unity fields