A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
As SilentSin suggested, I had to set the time twice for it to play events correctly. Odd. Here's another thread that reports a similar issue:...
Thank you for the replies. I think I will simplify my graph as suggested. I was going with events being fired from the animation because they...
Whenever I try to reset a (non-looping) AnimationClipPlayable, the animation plays an event near the end of the clip before starting from the...
It would be nice. I have dynamic audio sources that I wish to normalize, and the only way to normalize an individual audio source is to do so via...
According to https://forum.unity3d.com/threads/create-new-audio-groups-add-plugins-at-runtime.433380/#post-2801809, it appears that one cannot...
Well this is odd. My examples started working again. I did restart my test S7s several times to no avail. I turned one on tonight and one of my...
I've created a simple project with an unlit material to debug some Vulkan issues that I've been having on mobile. In order to force the Vulkan API...
Is there an easy way to do this? I've tried out a few things so far to no avail. A technique such as the one described here:...
Excellent point. I will make sure that is the case with our usage of Java.nio.ByteBuffer.
I can't specify why I want to get a pointer to a ByteBuffer besides the fact that I need access to a shared buffer between C# and an Android...
I guess I could make the function return a byte pointer and make the C# side do the following: [DllImport("theplugin")] public static extern byte...
I was wondering if there was an easy way to pass a void * data type back to Unity without converting it to an invalid data type. A void * pointer...
When I wrote that one message I totally forgot about the fact that normal (not additive) alpha blending disables writing to the zbuffer anyway...
Ok, so basically the real cost of alpha blending is rendering fragment multiple times, and on some lower-end platforms a more complicated blending...
It is my understanding that additive blending is generally more efficient compared to normal (src alpha, one minus source alpha) blending. Is...
Thanks to pages like https://developer.oculus.com/blog/squeezing-performance-out-of-your-unity-gear-vr-game/, it's easy to get numbers related to...
Seems like the bundle identifier problem doesn't occur with Oculus's Unity legacy 0.6.0.1 integration -- no CommandInvocationFailure related to...
This happens because my bundle identifier matches the package of my Android class (because my plugin extends UnityPlayerActivity). But that is...
I've been trying to include an Android plugin with a Native VR app. This Android plugin has always worked with non-VR apps, but now it breaks with...
Yeah it's annoying not being able to debug mixer levels in the editor even though it somehow works in the standalone build.