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Changing the culling mask from everything to nothing, and back to everything at runtime seems to 'fix' it. EDIT: This only fixed it runtime. I...
And now, it is suddenly working just fine....
I restarted Unity, now I'm getting a different list of errors: [Authentication]: Request completed with error:...
I was able to get authentication working for both Steam, and GPG, and it has been working great (although I don't know where to see the list of my...
Found out, I had to click the 'join' button in the Dashboard, even though those packages listed weren't the ones I was interested in. After...
A good example of this is when you're setting up a smart TV with Disney+ or Hulu, etc. You go to the new device, it has an ephemeral code to...
I'm trying to install the Authentication SDK via the package manager (2020.3.22f1), and it isn't appearing in my list of packages. I can see...
Trying to determine if a button is pressed, to get the pointer position at the time of the press. Doesn't look possible, since pressed is a...
A proxy is when you use a hidden 'dummy' game object as the controlled object, and you interpolate the visible object to the proxy object. IE:...
Took all day to do this; I REALLY wish Unity would update the documentation when the API or code base changes. Super annoying and frustrating. I...
I'm messing with custom tracks and Playables, but ran into a snag, where I want to have a 'default' value, but then only if a Playable is there,...
I am also having this same issue, but not with a server auth approach... basically, player 1 moves (x,z) and rotates (y), and can click 'fire'. I...
Already downloaded and implemented :D I use StrangeIOC extensively, so I 'strangified' everything, and added in sorting based on Y value(game...
Hey I just bought the asset, and it works great. I'm tweaking it a bit to suit my needs, and integrating it with my existing architecture, but...
Hey, I got this working for my situation, not sure about layers yet though... basically, I have two WeaponInstances: Left and Right, but not sure...
Is there an example of the 5.6.x working with layers? Or does the example in the new documentation for this take layers into consideration?...
In the mean time, this just returns true, if a collision happened, or false if it didn't... using UnityEngine; public static class CollisionCheck...
It happens with both. I've just run into this myself, I assumed it was due to a long ass algorithm for generating a dungeon, so I broke it up...
I ran into a similar issue, as all of the above. The only way I was able to get the results I wanted, was to modify the standard shader to have...
Thank you for taking the time to consider my situation and respond. I did take a close look at the runtime carving(...