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Oh that's an interesting solution. I didn't consider that yet no. However the current solution I'm using works fine actually: I disable the prefab...
I'm using Universal Render Pipeline, Unity Version 2021.3.6f1, Target Platform: Windows 64-bit. I think it stopped working after I switched from...
It might be for you because you never ran into this issue :). I'm definitely not the only one working around this. Here's a random thread proving...
Oh yeah definitely, and I'm aware of being able to set execution order through the settings and I use OnEnable, Awake and Start. It's a bit hard...
Maybe it's quite specific to my project, but it can happen quite easily actually. Just to give an example. I have routine in my game that lets a...
Sorry, I'm reading back what I typed now and I clearly wasn't paying attention to what I was typing. I typed 'behaviours', but the actual problem...
So what I did to solve this is add a flag to my objects called isMarkedForDestruction, and calling my own DestroyAndMark method sets this flag....
I've been developing a game in Unity for a couple of years now, and I've mostly enjoyed the experience. There have been a few frustrations though...
In standalone Development builds (on Windows) I'm getting this exception when my game boots: FileNotFoundException: No HotReloadSettingsObject...
I'm not sure what happened. I tried this asset yesterday and the day before, and it was working great. I updated yesterday while the asset was...
Alright, I fixed this issue. Apparently somehow the Universal Render Pipeline package got uninstalled during the update. I didn't really realize...
I updated my Unity version from 2020.3.25f1 to 2021.3.6f1. I managed to fix all issues resulting from this update except one: Somehow, for any...
I figured out this failed because the texture wasn't readable at runtime. After setting Read/Write enabled in the import settings of the texture,...
I'm using the following line of code to Create a sprite from a texture. Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height),...
Oh yeah sorry, I missed that part. I'm still interested in this, could be useful for other stuff. Thanks.
Thanks for sharing this! This is all a bit new for me, why wouldn't it be for real use?
Thanks, I didn't see the option yet to update particle positions directly, could definitely be useful.
Currently I have a bunch of GameObjects that follow the path of a pre-calculated curve over time. Since it's thousands of objects, and their...
Alright, I solved it. Apparently the character movement wasn't completely smooth. Since the camera followed the character smoothly, you suddenly...
Thanks for your reply, I tried disabling the animator (as you more or less suggested). Apparently the issue is still present without it. It seems...