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Overall, I still think Unity should just add a checkbox for this to their existing CanvasScaler component. That would be a lot more convenient and...
Yes, I am using a PixelPerfectCamera component on my Main Camera! That's a great idea; it seems like a more consistent approach. Here's my code...
Thank you so much, I had no idea that code was available to look at! Given the learnings from the above, the following code appears to solve the...
I believe I noticed a problem with the CanvasScaler component, when used for 2D pixel art games. If the CanvasScaler's "UI Scale Mode" is set to...
Update The problem was that the position of `oldElement` was not yet available at the time when I tried to use it, and rather than throwing an...
I have one UI element, `newElement`, that I would like to move to the exact position (as it appears on the screen) of a second UI element,...
Update: Resolved. When I reimported the Prefabs folder, the console displayed a warning mentioning "inconsistent behaviour" in one particular...
I have renamed and moved the folder that contains my Unity project. The Unity Editor now no longer finds my existing scripts on game objects, nor...
Thanks, but that one gets called more often than I need it to be. It also gets called very early, seemingly before Awake, and because of that I...
I would like a method to be called every time I select a value from a dropdown in the Inspector. Is this possible? Code sample: public class...
In the Inspector, is it possible to display a dropdown that allows selecting an Animator Parameter? Let's say I have a GameObject that has an...
Please can you elaborate on this approach?
Did you ever find a solution for this problem? I have a similar problem, see...
On mobile, releasing my on-screen button does not fire an input event. But on desktop, it does fire the event correctly. How can this be...
I am on Mac and faced the same problem when trying to add Android Build Support to Unity 2021.3.4f1. 6/9 items installed just fine, but the...
In Unity, how would I go about creating many different variations of a game object? For example, let's say I am making a "sign" game object that...
@Gregoryl Thank you, but setting "Screen Y" to anything other than 0.5. causes the camera to rotate on the X axis. PS: My game is a 2D top-down...
I am using a CinemachineVirtualCamera with: "Body" set to "Tracked Dolly" "Path" set to my Cinemachine Path "Follow" set to my Player game object...
I am using the new Input System for local multiplayer. It's going well, but I am getting a warning about multiple event systems that I can't make...
When using the new Input System with a Player Input Actions asset, how can I get the type of the currently active / last used input device, e.g....