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My case might have been further exacerbated by using a lot of ScriptableObjects that reference those prefabs, perhaps the dirty flags go all the...
My experience on this subject using 2020.3.15f2, in case it helps anyone. I have a project I've been working on for almost 2 years now and it has...
After redeeming, you need to go here: https://id.unity.com/en/organizations/gaterooze/manage_assets/seat_managements And assign the assets to...
If you're only using Standard pipeline and really need shadow casting with this shader, there is a hacky way to add it in a pinch. BE WARNED this...
Yes, TMPro is imported correctly and being used, and I'm not using any ASMDEFs. Edit: A full reinstall of DOTweenPro fixed it.
Is anyone else seeing DOScale no longer working on TextMeshProUGUI components? I've always used it on previous projects in the exact same way, but...
After more investigation, I had to change it enough to prevent a complete area being isolated from the navmesh. I had two concentric areas, each...
I just ran into this exact bug in 2018.3. I narrowed it down to 2 objects with navmesh obstacles, each one caused a blockage in a different spot....
Sorry to bother you again, but I have tried both settings (independently and combined) and while the behavior is better, it's not quite what is...
Fantastic, thanks so much. Oh, I don't have those options, that explains why I couldn't find them :D I'll update to latest. Edit: I see, I need...
If an action defined as an Axis (say horizontal motion) but uses keys, is there a way to have one key cancel the previous one, equivalent to the...
As it turns out, I think it was coincidental with my use of Rewired - I believe it's actually my mouse failing! Apologies for the false alarm.
I'm seeing something similar, causing the mouse input to freeze for a second now and then - was not happening prior to using Rewind, and nothing...
I used the Duck Volume effect on the pause snapshot and lowered the Makeup Gain, seems to have the desired effect (allows user to set master...
I had a similar issue recently, where UI particles near the edge of the screen were barely visible, only when drifting beyond the UI elements they...
I had a similar issue and found that some of my models had imported with the "Mobile/Diffuse" shader selected - changing it to the standard shader...