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Where ideally we would get it all in a single tool, at least, we can combine UI Toolkit features with UIGui to get worldspace and custom shaders.
It doesn't seem to work either. Another issue with multiscene and playmode tests is that, in case you run your playmode tests with more than a...
Hi all, can you make it to work with playmode tests? What I found is that when you start your test in playmode, it jumps to your default scene...
So, it seems I should see the buttons "CreateEditModeTestAssemblyFolder" in the TestRunner window in my project, but it doesn't appear. I have...
Yes, I am using Git. Thanks for pointing out, I will check ;)
Same issue here :confused: I just installed 2020.3.21, having previously 2020.3.19 (Unity Hub Beta 3.5).
The issue just continues randomly on each pc restart. It just get stuck forever on Importing.
To extend on my own answer, looks like after Unity 2018 we got: await Task.Yield() Tested example: private async void TryNextFrame() {...
Hello, I am finding similar issue, stuck forever showing "importing". This is the point until editor keeps login (after me closing the...
I found it also easy to solve via EditorUtility.SetDirty.
In case it may help anyone, issue seems gone: I upgraded UnityHub to beta version I reset my project git I removed all the unnecesary folders:...
The second time you open it, without restarting, does it take the same time? In my case, the first time it never opens and stay forever. The...
So, Unity keeps importing forever my project the first time I open it . After closing Unity (via taskbar) and relaunching, it opens normally. If I...
What I found is that, rebuilding addressables (2020.3.15 version) before build (even without modifying addressables) resolves it. I'm using...
I found this issue that seems to happen randomly. It seems related to addressables, but how to know where the issue comes specifically :S. [SPOILER]
For the very lazys :D [Header("----------------")]
C# 8 is not really supported in 2020.2, since it is missing a core feature: "Default Interfaces" which is available (as stated above) in...
Great! Thanks! Super! :):)
To make even more clear your answer: EventSystem.current.currentInputModule.Process(); if (EventSystem.current.IsPointerOverGameObject()) {...
You can also avoid something to be recalled the same frame: public struct OneTime { private int _frameCount; /// <summary> Is first time...