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Appreciate the quick clarification! Gonna suggest this as a future feature request :D. Also, would be super helpful if Unity's standard asset...
Hi, I'm trying to use XR Hands 1.3.0's Skeleton Driver component to pose the hands of Unity's standard assets robot character, but I'm running...
I appreciate the insight! I mean more the latter for sure, using Netcode for Entities as the core networking architecture and doing some kind of...
I haven't used Unity ECS (though I'm fairly comfortable with the architectural paradigm) and I know this question implies a ton of implementation...
Yea that's pretty much what I'm doing currently haha. Hopefully in the future unity will revise netcode for this use-case since its seems pretty...
My current work-around is to add another network boolean variable in the NetworkBehaviour that is false by default and is only set to true when a...
Hey CodeSmile, thanks for taking the time to reply! Lemme see if I can clarify: Because all network objects have a non-nullable ownership client...
I have various network objects in a scene that can be picked up and put down. When one is picked up, I'd like to set that objects' ownership to...
Brilliant, thanks for the quick response! Those steps provide a clear path to finding the ID hash in the editor and assigning them in the...
Thank you! Looking forward to it.
Network Object Documentation states: "If you want to be able to assign a unique player prefab on a per client connection basis, use client...
Thanks! In lieu of this, I've been using "Addressables.LoadResourceLocationsAsync" and passing an AssetLabelReference as the Key parameter, which...
I'm trying load a group of addressable assets' resource locations by label: if (labelRef.RuntimeKeyIsValid()){ var handle =...
This got me thinking that it probably wouldn't be too hard to write an editor script checking for asset instances in the project hierarchy. Not...
Lol, I dunno why that didn't dawn on me. Definitely a practical workaround. Thanks Kurt.
I have a class that inherits from scriptable object that has a few animation coroutines useful for fading UI components. This class is accessed...
I need some help and have some feedback based on my recent experience with the TMPInputField component in 2019.2 + TMP 2.0.1. TL;DR: How do I...
Thanks for the heads up! I'll modify. Yea, the fetching an asset reference from the serialized object has me stumped currently. @unity_bill can...
I have a monobehavior base class from which all of my UI classes inherit. I'd like to write an editor that iterates over each AssetReference in...
There's a lot of frustration to be found in Unity's current scene manager. Why can't SceneManager just return a Scene object by taking in a build...