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After looking into things a bit, not sure this would actually help. It appears that IntelliSense's framework 4.7.1 implementation won't ever...
Looks like it may be related to the this issue with IntelliSense and old-style csproj files? (See discussion here: <Nullable> has no effect in...
Actions currently have the option to do an initial state check. This will check state and fire events when the action is enabled. It would be nice...
I have been trying (unsuccessfully) for hours to enable the 'Nullable' reference types for c#. Unity allows adding compiler flags in Project...
Did you ever figure this one out? I can't seem to either.
After scouring the code, it looks like keyboard has the following usage tags: {Submit} -> Enter {Cancel} -> Escape {Back} -> Escape I could be...
Mockup: [ATTACH] Don't care what it's called. Maybe "Final State Reset" or something...?
My guess is that your collisions are just a little too tight. You kinda have to treat the physics engine as being a bit sloppy. I'd suggest just...
I didn't read too carefully, but I'm guessing you keep adding gravity to the box forever until it's downward velocity is so great that it can jump...
Here is an example of straight-up nullifying all force transfers that occur in the unity side. You essentially get 1 physics tick of...
Yeah, the Unity physics will transfer force when you glance off at an angle. The only way I have really found to handle this is to cache my...
The hardest part of this feature would be the name, so if anyone has suggestions, that would be nice.
If the two people are perfectly lined up, then the top person is standing on a flat surface and will never slide. If you put the top person offset...
Currently we have access to a Time.FrameCount to get the total number of frames that have passed. It would be nice to have a similar...