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Yep that was the problem, Thank you... i was calling it to soon! This is better,...
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
Anyone?
Hi, I am having a "NullReferenceException" after calling "World:GetOrCreateSystemsAndLogException()" in a standalone build. I use...
Bump, Is there a way to exclude a script from build without having to use one of the 3 point above? Something like exclude Unity Object from...
Bump.
Hi, Is there a way to exclude a script from a build? except those way: - #if UNITY_2022 # endif - Moving the script file to Editor folder. -...
I am looking for a way that will allow me to keep the systems visible in the 'SystemProfiler' do you have an idea?
Bump. How can we create instance and save a VisualTreeAsset properly? Because the way shown above creates half of a VisualTreeAsset.
Hi, I was wondering how I can set a target frame per second per world. Example: worldA.FPS = 15; worldB.FPS = 30; worldC.FPS = 5; Right now I...
Hi, I have this problem too! I just jump on Unity 2022.2.1 and ECS 1.0.0 pre.15 I always work without the burst compiler. and my reload time is...
This work for me. 1) Add the function below to a 'public static class' 2) I have removed the shortcut Ctrl+R from Edit/Shortcuts/... Because I...
Just found this https://docs.unity3d.com/ScriptReference/EditorApplication.LockReloadAssemblies.html I am going to test
But still, there should be a way to make it reload only when I hit Ctrl+R. It's no different than adding/modifying a class in an existing script...
Hi I am having trouble saving an instance of VisualTreeAsset to 'Assets/' I had an error: CreateAsset() should not be used to create a file of...
Hi, I am having this error I can't figure out my mistake and sorry in advance I am not giving a lot for you guys to help me, but here it is......
Thanks for your help, maybe someone else will be able to tell me the right way to do it?
Hi, I just tested it, did not work. My character stays T pose. Unless I have made some mistakes? See code below. private void Start() {...
Just to experiment. Does that mean it is possible to animate mesh called from DrawMesh()? If so, can you tell me in theory how would it work?
Do not answer all at the same time!? :D