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I wonder if this supports spatial partitioning? Otherwise it would be a really nice feature for a lot of games. For example if you build a larger...
We have a game which was released ages ago with IAP, now we need to build a 64 bit version for Android. The old 3rd party API we used for cross...
But Unity is just one tool in a long list of tools which games depend & utilize to create a released product. Surely you guys use lets say...
What's disingenuous is including the seat costs for Unreal, because there's way less incentive to actually pay for those when using Unreal.
Does anyone know how this affects already released games? What happens if we update the game after Dec 2023, I presume it can't retroactively...
Thanks! I'll see if I can't let the build script simply locate the package, rename the Plugins folder ( which I'm hoping will exclude it from...
Bump, this is a really annoying issue for us, is this still not fixed? EDIT: What are the files responsible for injecting it into the manifest?...
As for why it's currently needed for us. We have game play logic inside of StateMachineBehaviour ( henceforth SMB ), overall there's lots of...
Is there any plans to change how StateMachineBehaviours works in this regard? SceneLinkedSMB which has been linked here is merely a band aid &...
I'm using that though, check the code in my first post. It seems like it does do something along the lines which I want ( as shown in the first...
We want to modify a prefab instance & its hierarchy without affecting the source prefab. As such we want to first disconnect it to make sure that...
We use the editor API to build in order to select the correct settings & compose the correct game objects depending on platform. This used to work...
One undocumented(?) side effect of changing QualitySettings.antiAliasing to something larger than 0 is that Y in screen space & poly winding order...
Where is the documentation for animation events with mecanim? I can only seem to find the docs for animation events when using the legacy system....
Looks great! I'm having a stab at creating a graph for playables, much like mecanim. One thing which would be nice which seems to be missing is...
So basically it doesn't seem possible to get mecanim to play nice with playables. Probably going to try and get a decent SM graph editor going for...
Can't seem to find much in depth information on how to best mix the two. We want to install different state machines depending on which weapon is...
We also noticed this problem. It seems impossible to get the association between a StateMachineBehaviour & its owning SM node which makes it...
Any reason for developing this instead of adding like the 2 lines of code needed to enable physx visual debugger, which have all(?) of these...