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Any update on this behavior? Im currently making controls for mobile such as a Touch Joysticks and a Touch Button (with different behaviors than...
I was looking into researching how UnityEngine.UIElements.Hierarchy works to begin with but I stumbled on the aforementioned Unity.Hierarchy...
I'm looking for a way to create a hierarchy collection that can reflect the child/parent relationships similar to the editor's Hierarchy window, I...
I found a hack to do what I want but I'm not sure if it'll have some unintended consequences. While browsing this old mirror of the source...
I'm making a dialogue system asset that I plan to release in the asset store and for one of my editor windows I'm currently using the experimental...
Is there a way to have a open ended SpriteShapeController update a PolygonCollider2D to outline the whole sprite shape? I can only get it to...
Ok, from some experimenting I was able to get the behavior I want with a custom Cinemachine Extension. I disabled the AutoDolly from...
I'm making a game similar to doodle jump where the player ascends to progress, and sometimes levels require the player to move horizontally. Using...
Yeah I thought this would of already been brought up but no google search came close to an answer for this.
Don't know if this is the right place to ask, but is there any information available regarding asset developers being able to place their asset in...
Are you handling your input with the PlayerInput component? If so I noticed that when you hit play and watch the PlayerInput component, on the...
Is there an update on this? I filed a ticket and got a response saying the team is already aware of this bug but I don't know what has happened since.
I would like the collection(along with it's tables) to be a sub asset of my main .dialogue asset. For reference, like how the Input System has...
How would I go about assigning a SharedTableData to a StringTableCollection created through ScriptableObject.CreateInstance(). Is it necessary to...
I'm working on a dialogue system that relies on the Localization Tools to store text and translations of that text. I would like to make my own...
Not sure if the normalize processor does what I think it does, but I thought adding this processor to my left stick's x binding with min = -1, max...
Thanks for looking into this. I was using Vector2.Angle() before but I felt silly using it knowing a ContactFilter2D could help me avoid that...
I'm currently working on a 2d character controller and I check for ground using a ContactFilter2D but I can't figure out how the normal angles...
I was just wondering this. Anybody know how to get something like this? I tried inserting keyframes of bones inside the IK chain of a Limb Solver...
Oh my, I didn't know about this. Thanks for sharing!