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Hi, I've updated to 2020.2.6f1 and updated my project. The references were still broken. I closed Unity, deleted the Library folder for the...
Same issue here; I'm not using Hierarchy2 either. I've rolled by project back to 2020.2.3f1. I'm seeing this issue on multiple computers using...
Being able to change the lighting and/or background colour of the preview window would make choosing prefabs much easier - maybe make it the same...
From what I've found, that's the setting for the background of the scene when you edit the prefab, not the background colour of the preview window...
Hi @martint_unity Has this solution been implemented yet - I'm on 2020.1.16f and can't find any options that change the prefab preview window...
Hi, I'm having trouble viewing prefabs in my project - the preview window doesn't appears to have a very dim (no?) light in it an subsequently...
I'm not sure I understand your question, but I did create two layers for the game objects - a "Window" layer and a "HiddenObjects" layer. The...
Based on some questions and feedback, I've updated my post to include info on how to reverse the effect - so you can hide objects behind a...
If you use camera stacks in URP, you can position your particle systems either behind or in front of UI elements, but still have them overlay the...
Hi, I was looking to do something similar, but I didn't want to use any custom scripts or shaders, It took me a while to get it working, but I've...
I've created a sample scene using 2019.3.11f1 based off of the sample URP scene from Unity with the stencil cut-out working. I've updated my post...
Sorry you weren't able to get it to work. I've upgraded my project to 2019.3.11f1 and confirmed that I'm using the Universal RP package version...
Hi, Sorry I'm not sure I understand your question? The material on the objects behind the window in my example use the standard URP/Lit shader....
Hi, for anyone else that stumbles across this post like I did and is having trouble using the Stencil buffer in the new URP (or LWRP), I've...