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So far, the best solution I've found is to make an altered copy of the OnScreenButton script included in the InputSystem package, and just make...
Would like to know this too. I have some custom touchscreen gestures I'd like to manually trigger InputActions for, but so far it seems like...
Wasn't sure how long it would take the fine folks at Unity to update these, so I decided to have a go at it! I tried to match the subtle/clean...
[ATTACH] So I made a Blender model "1x1" with multiple objects in it. Everything inside imports and shows up fine, but if I try to drag any...
Not sure if it's entirely related or helpful, but I notice the same exact problem when making pixel art tiles. Seams are perfect everywhere else,...
For now it seems the best workaround is avoiding arrays altogether with the new Input System, and using an InputActionMap if more than one action...
I'm attempting to extend some of the InputSystem features for use in a plugin, but I noticed that whenever I serialize an array/list of...
I was going nuts trying to switch back and forth between tilemap editing and regular gameobject editing. Sadly, there's no shortcut (far as I know...
I was attempting to use the XZ axis for a top-down game (orthographic camera), but I'll just use XY instead as it seems more compatible. Thanks!
Anyone else noticing bad jitters on the Z axis with this package's pixel snap enabled? Is it only XY compatible? (Attaching main cam to a...
You're right. It turns out I created a "Custom Render Texture" instead of a regular one where that setting is missing :rolleyes:
YES that was it!! Turns out you can only get a depth buffer on a render texture by creating it at runtime?? I had it as an asset in the project...
Using a plain old camera (no custom projection) and sending it out to a render texture, and something reeaaaly funky is happening to the depth...
Getting this same error myself, except it's whenever I close my project and re-open it. Running Reimport All fixes it, but only until project is...
v3.0 Request: in a future update can you make having multiple IsoWorlds optional, without forcing us to use the new parent/child hierarchy in...