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Hi folks, I just wanted to let you know that I no longer work for Unity so I won't be able to help with any outstanding issues anymore. I'm not...
I suspect it has to do with the layers on the new Game Object. The system uses the layers to determine which colliders are part of the ground and...
I can't recreate the error, is there any chance you could share the project with me? Or tell me what steps you took? Also what OS are you using?
Thanks @Kreshi! I also suspect that's the case @PutridEx, but I'll investigate if there's anything related to Starter Assets that might be making...
Oops sorry! Thanks for poking me again I missed it the first time. To set it to "Do nothing" programatically you get a reference to the...
Right now we're committed to maintenance and support between Unity LTS versions. Most of the folks that built these assets are currently building...
Under Player Settings > Other Settings > Configuration > Active Input Handling you can select "Both" as an option.[ATTACH]
It's possible, but it's hard for me to say without digging into your computer. It's helpful feedback for us moving forward though :)
As far as I can tell it also fails because the asmdefs are compiled after the pre-defined assemblies, which includes your project's assemblies. I...
What OS and compiler or IDE are you using? This feels like a dotnet issue to me.. As a workaround I would try changing StarterAssetsDeployMenu.cs...
The fact that the JSON settings file doesn't work is certainly a bug, we'll look into it. The reason we decided to compile it to a DLL is because...
Is there any chance you can share the project so I can take a look?
Is it possible to share your project or take a video demonstrating the behaviour?
If you want to use the old input system exclusively you'll have to port the asset. Otherwise I suggest setting the "Active Input Handling" in the...
There's a strength value on the push component to control the strength of the push. If you'd like the script to take mass into account I'd modify...
This looks like a mismatch between materials and render pipelines. I believe the starter templates use URP (the Universal Render Pipeline),...
To be honest, I've never worked on a shooter before, so I'm probably not the best person to ask. If it were me, I would probably use the...
As far as I know the only differences between the Asset Store version and Template version was the fix mentioned above and a tweak to the...
The main fix is not multiplying the mouse input by delta time. The reason why is here and the code that I used is here. (Check line 74 and line...
So the problem is in WebGL on touch devices? Or is it present in Android and iOS builds as well? Did you try the playground to see if it works...