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Sure, here you can find a resized version of the FMOD logo.
Hi karl_jones, I've already read that manual page but I don't understand what do you mean with "adjusting the logo bounds" the image is already...
Hi, on Unity 2017.4.15f1 I've the same issue, no matter if the sprite is configured with Mesh Type as Full Rect. Using the preview feature in the...
Same issue here, anyone have found a solution?
Hi, same issue here in Unity 2017.4.10f1. Have you found a solution?
I've tried to change the Generation Type option from Synchronous to Manual, but the generation at runtime on each enable remains. Any suggestion?
I'm noticing this behaviour: if an object with a Tilemap Collider is disabled an then enabled, the collider is recreated each time, causing a CPU...
And it's clear obviously. There is a way to pre-allocate these arrays/buffers in order to avoid runtime allocations? Or it's not possible? No,...
Anyone can help me or give me some more insights? Thanks.
Hi Shaggy22, have you found a solution? Have you found a way in order to have different effects on different cameras? Thanks.
Just more details: I'm profiling a standalone build (Development Build), so the editor overhead is not present, and I'm not using the Auto-size on...
I'm using the Post-processing Stack v2 under Unity 2017.4.10f1. Suppose that I want to apply a blur effect only on certain objects (for example,...
I've an object that contains a TextMeshProUGUI component, imagine that this object is used as a balloon in a dialog sequence so, based on the user...