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There should be a control on the UI for this. Having a magic hidden "F" key make your editor actually usable is a bit janky.
This still being unresolved after so long is a statement about Unity Technologies' competency as a company.
I ended up solving it by opening that "Emissions Input" area and enabling the emission override and cranking that thing up to like 5000 nits.
I have a neon sign from an HDRP asset pack that I've imported into my project. It works in its example scene: [ATTACH] Pulling it into my scene...
Edit: I solved the issue. Turns out "Receive Decals" wasn't enabled on the road shader, doy. I have a large road mesh (just a rectangle) and a...
Thank you, this information is very useful and I'll look at these links more closely. A fair assumption, believe it or not this is a sort of...
I'm making an "infinite runner" style game where the level generates prefabbed level "blocks" or "pieces" ahead of the player to simulate infinite...
Hey, does this support plastic deformation that flex provides?
I've been looking into all the threading improvements made to unity over the years and wanted to bring some of the huge performance gains it...
Bump, 5.1.2, is this still on the roadmap?
How can I toggle the visibility of UIs I've made in the editor window? Right now the only thing I can see is some checkbox to disable the...
Good to know, thanks.
How is this not possible using Unity's physics? You'd only have to store the physics related game state of "rewindable" objects in a sort of list...
Problem: NetworkConnection.SetMaxDelay(float) has no effect because ChannelBuffer.m_LastFlushTime is never set. This means that the buffer is...
There are various methods in NetworkTransport that could potentially fail with an error code. For example, NetworkTransport.Send However, there...
This is the documentation forum section; not the place to be asking for compilation help.
Despite the title, I'm not going to go on some rant or anything, just thought it was important to briefly give my feedback as to how much worse...
The documentation claims you can derive from NetworkManager in order to extend it's functionality and to override some of its callbacks, but how...
Settings Cursor.visible = false won't work in the editor. Apparently it's a bug with unity that has been reported for over six months and still no...
It seems the the NetworkManager calls OnStartServer and OnStartHost before the hosts actually get started, in fact, there's currently no...