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There's a very simple issue: by default, MSAA doesn't work at all. That setting on the LWRP asset is ignored. This issue can be worked around by...
Ah, I see, they added Transform.scene. So getting all objects in a scene just went from "slow and dangerous hack" to "slow but possible and...
I second both of these requests. This is something that has always been strangely missing, and my guess is that those behind Unity's design are...
Setting the camera to "don't clear" doesn't reliably work to keep a previous image onscreen, but taking a screenshot with Camera.Render and...
The log should have a section right after that which says "Used Assets, sorted by uncompressed size:", you should be able to figure out which...
You could try either setting vsync to every other frame in the quality settings, or running code like this in Awake to reduce the framerate...
Unfortunately Component doesn't really have a tag field. (Tag is stored in the GameObject, and Component.tag is a property that acts as an alias...
If you're OK with putting the components you want to strip out into their own leaf GameObjects, you can set the tag on those GameObjects to...
You could put an editor script like this in your project: using UnityEngine; using UnityEditor; [InitializeOnLoad] class BackgroundRefresh :...
When I build asset bundles with the new (in Unity 5) system described HERE, it produces bundles that have assets wastefully duplicated between...
This is still an issue (just ran into it). Putting #if UNITY_EDITOR around all of my OnValidate and Reset methods in classes that inherit from UI...