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I have a 3D scene with a player character. A regular virtual camera is following and looking at the player. The player has the ability to target...
material.SetTextureOffset("_BaseMap", new Vector2(x, y)); This doesn't work with particle shaders under URP. Is this just the way it is, or is...
I appreciate the explanation. It makes sense now. Thanks.
It seems like when I use the Gaussian mode in the Depth of Field post-process, it always blurs objects rendered with transparency such as...
[ATTACH] The problem is I'm not doing any GUI work. In fact, I've reduced the project to almost nothing and I still get this error. All I have...
I'm frequently getting the following error in the console when I rename files in the project folder. It doesn't happen every single time, but...
I understand to use Show and Hide to open and close the dropdown. I understand to change the "value" in order switch dropdown options. but when I...
I was thinking that too but it seems "SortingGroup" isn't a type or maybe I'm missing a namespace or something.
No sorry, I'm referring to the new component in Unity 5.6 called "Sorting Group".
So you can enable/disable or change the layer during runtime?
a) Set the velocity on a dynamic rigidbody2D to get it moving or simply let gravity make it fall. b) Switch the body type to Kinematic either...
I have animated segmented characters in my game and upon upgrading to 5.3.5f1 from 5.3.4f1, many segments don't animated at all in every...
Fixed in 5.2.2 http://issuetracker.unity3d.com/issues/image-decreasing-the-fill-amount-doesnt-update-the-visuals-of-the-image
It seems that filled sprites no longer update properly in this patch. I've filed a bug report with a sample project. Dave
Strange. I just retested the sample project I submitted to the bug report and it's still not working in 5.2.1f1. I crossed checked the project in...
The specific bug for which this thread was started (transitions) is not fixed in 5.2.1f1.
The issue has been reproduced by the Unity QA team and sent to the developers for resolution.
I've submitted a bug report with the attached project to demonstrate the problem. In 5.1, the arm rotates clockwise choosing the shortest angle....
I've posted about that in this thread as well; http://forum.unity3d.com/threads/unity-5-2-mecanim-transitions-not-working-the-same-as-5-1.353815/
I'm not sure if this is the same thing but I've noticed this situation; -2 animations in a blend tree. -animation 1 is threshold 0 -animation 2...