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Yes, removing and adding it back works, thank you.
Hey, Karl, thanks for the quick response! I see, so there's no way to do it without using string keys? I kind of wanted to avoid them. Also, it...
Hi, I have two strings, both localized: New item unlocked: {0} Item name And I'm using the following script to combine them: using UnityEngine;...
I still haven't been able to figure out how to do it. Also, I tried using Bloom as described here:...
Thanks. I've been able to apply it to full screen but I still can't figure out how to make it apply to the camera I need. It seems that depending...
I've created a ScriptableRenderPass script and I guess I'm supposed to implement the Execute method and use ScriptableRenderContext somehow but I...
After switching to URP I cannot see anything in the Game View as I step through the draw calls in Frame Debugger. The screen is all black until I...
We've just switched our project from the built-in rendering to URP because our artist needs it to use Shader Graph. After fixing all the materials...
Okay, I added a MeshRenderer (I was using RawImage before, that was my mistake) and now the situation's a little different. The mip level now...
Yes, I have now enabled it for all quality settings just to be sure, but still no luck. The debug script says "No texture memory needed".
I tried setting requestedMipmapLevel for a specific texture and the only thing that seems to change is the result of the call to...
Have anyone managed to make it work? I've tried running it with -- --headless help without any luck. It just returns with exit code 1 every time....
@BHouse I'm trying to upgrade a project that uses LLAPI to Unity 2018.3 and it gives a ton of warnings about deprecated classes such as...
No, I heard from Unity that it's supposed to be fixed when they upgrade PhysX to a new version. Guess it's not there yet. In the end, we had to...
Okay, I haven't tested it but I think the following code should do what you want: protected async Task Execute(Task<ServerReply> target) {...
I think you're using Task.Run the wrong way. In your code when you use await it's already being executed on a thread pool so Unity...
@Tim-C Is there a way to mix new render pipelines with the old one? How do they interact with OnPreRender/OnPostRender, calling Camera.Render()...
@makeshiftwings No, you're doing it right in your example. I don't know the reason why Task.Yield() is not working, it seems like it should, if I...
This seems to be fixed in the latest beta (b4). The project compiles fine now.
No worries, I've got a separate branch for testing out beta versions. Just trying to detect and report any issues as soon as possible, before they...