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For want of a better solution I reverse en-guess-ineered the shader and came up with the following, which is pretty close visually: Shader...
I'm writing some debug extensions and I want to mimic the look of Unity's default Gizmos (in particular the way they are partially attenuated by...
When opening a project Is there a reason OnValidate() is called during deserialisation when other objects might be in an inconsistent state rather...
Wait... I think I worked out the pattern. It is prefabs. If a prefab was created BEFORE lightmapping then when lightmapping modifies the...
I'm seeing some weird issues with Lightmapping. If I unlock all the additive levels and bake lightmaps then everything looks OK. However if I save...
For anyone who stumbles upon this in the distant future: I eventually located the problem by strategically disabling code that might be executing...
I've got some more information on this issue, but it is still not solved. I went down a false path for a bit chasing up objects marked...
Thanks Graham, while that doesn't sound like exactly the same issue, it has given me some hints of how to proceed with debugging it when I get...
I've got a strange problem going on. A lot of the time when modifying code and then alt+tabbing back to Unity, Unity will take longer and longer...
The best long term solution might be to refactor, but as an interim hack you can split big classes up into multiple files by using the c# partial...
For complicated reasons involving ragdoll blending I want to instantiate a new copy of a mesh's skeleton and then change the Animator component...
I dealt with this same problem a while ago. It would appear that AnimationCurve is not thread safe. I suspect that internally it is caching the...
I'm also seeing the bug where critical events sometime fire twice. It seems to occur when a critical event is very near the end of an animation...
I was seeing the same lag when opening the events for an animator with lots of layers. Profiling the editor revealed that GetLayer() allocates...
Just want to add my 2c to this thread. I had the same error crop up after an artist changed the skinning on a submesh to include a bone that it...
I'm seeing the same issue, it happens regular as clockwork any time a non-atomic transition is started the SECOND time. It doesn't seem to matter...
<sigh> threads is where I started out, but some of the processes need to interact with Unity, so I hit a brick wall there. One of my backlog...
I've got a complex asynchronous process that runs in a coroutine, sprinkled throughout it are checks to see if has taken up too much of the...
Is there a way to attach the debugger to the built game?
I can't get this to work in Unity 3.3. Even with the -projectPath option I still get the error about not having two instances of Unity editing the...