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Thanks a lot for adding this! But is there a way to disable the native hyperlink handling when using the <a href> tag (in cases where we have user...
I don't know what's worse: Unitys new runtime fee or some people who constantly try to defend it... Even if the fee gets removed, that's not...
Thanks @Mir-vadim , sounds good! :) It's understandable to require readable meshes at runtime, but in editor, the workflow would be a lot...
I would also very much prefer if the source code was accessible to make custom changes, as mentioned by @Marcos-Elias ;) The assemblies can be...
I would like to know if this tool is capable of fragmenting non-readable meshes (which don't have the Read/Write setting)? Not at runtime, but at...
Was this bug accepted or did you get any feedback from Unity? I can confirm that memory / VRAM consumption is ridiculously high under Vulkan in...
Even if you set custom specular occlusion to 0, you still won't get rid of specular highlights from direct lighting. Currently there is no proper...
These are great news, thanks for letting us know! :)
Are there any updates on this? It's annoying that there is still no proper way to get fully rid of specular light. The original PR on git is more...
I ran into the same issue... it seems to be rather a clouds-thing, because other transparent elements are also visible through clouds. But I'm...
There are scenarios where two shadow-casting directional lights would be indeed useful, especially in day-night-cycles where both the sun and moon...
Thanks for the update @Kichang-Kim ! Is there maybe an ETA about when the changes mentioned above (either a removal of the new restriction or a...
I haven't tried the recent betas yet, but does this issue still persist or has this restriction already been removed in the meantime?
Is there a chance that a realloc method could be added to UnsafeUtility? Currently the only way to resize a buffer is to allocate a new one, copy...
Got a response that this bug is a known issue:...
AFAIK the only workaround would be to use the native Windows API directly (FindFirstFile and FindNextFile and FindClose)... but that's quite...
We're also affected by this change unfortunately, preventing us from updating to 2022.1 (because we heavily rely on our automated build...
Thanks a lot @Tautvydas-Zilys ! You're definitely one of my favorite Unity devs :)
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Yes, filed a report including a repro 4 weeks ago, but didn't get a response yet :confused: