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Ok. Seems like after preview.14 an assembly definition is required to use UI Elements. Not so user friendly but oh well. See...
[RequireComponent(typeof(UIDocument))] breaks exporting packages even when it is outside of an assembly definition (package). Hopefully it'll get...
It was due to this line in the script [RequireComponent(typeof(UIDocument))]. Don't know why this prevents a package from being exported but oh...
I tried it twice. Still hangs until I force quit the app. A dialog flashes but it closes so quickly I can't tell what it's trying to alert.
mac Big Sur 11.6 Unity 2020.3.20f1 com.unity.ui 1.0.0-preview.18 I'm trying to export a package with an asmdef that has a reference to...
Also the mesh imports properly so it has to how the idle animation is read that is throwing everything off... [ATTACH]
Actually looking at the screenshots above it seems everything under the neck is turned 180 degrees... Has anyone experienced this before?
When I import a humanoid asset with only a T-pose into Unity everything orients as expected. [ATTACH] When I add an idle animation (after the...
Runtime rebinding is covered in [MEDIA]
Confirmed. Property values have moved into Graph Inspector > Node Settings.
MacOS 10.15.7 (19H114) Unity 2020.2.0f1 Shader Graph 10.2.2 The properties in the Blackboard do not have an expand/collapse icon. This can't be...
The controller doesn't work for development in Unity yet. At least not plug and play in the Unity editor. I'm trying to get access to the PS5 SDK...
Ok. Maybe new controllers will be supported faster these days given the new input system seems like a solid and easy system to extend. Here's the...
I started using the new UI Toolkit last week and decided to build this (very simple) interface generator for components. It groups serialized...
I'm trying to use it with the input system warriors project.
I just bought a PS5 controller hoping it would be plug and play w/ Unity (on Mac). I'm looking to use it for game controls. Anyone else have luck?...
I'm able to get continuous animation by unchecking Bake Into Pose under Root Transform Position(XZ) of the animation clip.[ATTACH]
I figured a solution by binding a Delta [Pointer] and in the code callback checking if Keyboard.current.altKey.isPressed.
@Rene-Damm Is this still the case where modifiers aren't possible with a keyboard. I'm specifically looking to use the new input system and detect...