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This is with scoped registries, npm package is on GitHub packages. I followed this step by step guide If I put the project into a repository,...
When downloading a npm package from the package manager it's missing large files (lfs) and replaced them with 1kb pointer files. But I am able to...
I'm trying to scale a sprite down to a particular set size so all other different res sprites follow suit. Not sure how to tackle it... if anyone...
Is there a way to make it so my AR Session Origin can be setup to the compass? I have a terrain that is accurate to where I physically am; I've...
...well this works. Maybe theres a better way like always :D Vector3 tmpPos = transform.position; transform.position = new...
I know where it's coming from it's just stopping it. pos = Camera.main.WorldToViewportPoint(transform.position); transform.position =...
I have this piece of code running in my Update function: void Movement() { pos =...
I have some code that copy and pastes assets into the resources folder. Then I try to access these assets straight after I've added them when I'm...
If anyone falls into this situation (PC) you can solve it with System.Drawing.Text.PrivateFontCollection [IMG]
...or if there is anyway of relating the font names with the file names. Thanks.
OK cool no worries, grabbed the update today. Many thanks. Is it possible to have an option so GetPathsToOSFonts() array is in the same order as...
That's great Stephan thank you. Out of curiosity do you have the code available for that function?
I don't think I can build to WebGL without the fonts as assets when just using CreateDynamicFontFromOSFont(). I get the error "Need to include...
Ideally I want the fonts from the OS in my project as it will only be a few but they will differ each time. If I use...
I've just been trying Arial as a test for WebGL in the Editor.
Yes.
It's currently setup for Legacy.
I'm trying to see if it's possible to take an OS font and duplicate/create it into my project folder without manually copying and pasting it into...
Ok thanks, I'll hassle him.
I can't build to WebGL because I don't have the OS fonts I'm using in my Unity Project Folder. It will error out. I have the OS fonts working in...