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That's right, the .dlls are not being checked in! I looked at my .hgignore file and confirmed that I'm not excluding .dlls. However, it turns out...
I'm using mercurial (hg) as my external version control system. I version the Assets and the ProjectSettings directories. Each time I clone and...
I'm also getting the same error followed by a crash. In my case it happens when I have a DoTween looped animation running followed by a scene...
Still having the same problem. Alpha is overwritten instead of blended.
@hawken why lit? I don't have any lighting.
I want to render a canvas onto a render texture but I'm having problems with the alpha values. If I have a fully opaque panel containing a semi...
Does this thing still work? We really need an updated version of this.
Case 782850
Issue turned out to be caused by the Grids Basic package on the asset store. Filed an issue with a demo project.
I'm not really seeing any clues in the output. For what it's worth, the same project builds as a Win 8.1 Universal App albeit with some compiler...
When building a Windows 10 Universal App, I'm getting the following error: UnityException: Failed to run assembly converter with command...
In the example you referenced, the particle system is sandwiched between a sprite and the canvas. I need to sandwich the particle system between...
I have a UI panel and I want to render particles on top of it. Then I have another UI panel which should cover both the bottom UI panel and the...
Thank you! In case someone stumbles on this thread, this behaviour is controlled using the Input.backButtonLeavesApp flag.
That explains why it hangs. However, I'm not quite sure how Unity would know when to quit or go in the background. Surely there must be some API...
I'm handling the back button so that when the user presses the back button, the user gets out of my application. To do this, I'm calling...
Hello, I am working on project which requires that some elements are visible in one eye, and some are visible in the other. The idea is that the...