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Currently we are saving player binding overrides using SaveBindingOverridesAsJson()/ LoadBindingOverridesFromJson(). We recently updated and...
if (Keyboard.current.escapeKey.ReadValue() > 0.5f) { Debug.Log($"{Keyboard.current.escapeKey.device.wasUpdatedThisFrame} |||...
This bug is still present in version 2021.3.8f1 and is very frustrating. The case posted above is marked as resolved for this version but still...
Ahhh yeah that makes sense, thanks! That is also the root of the issue I was facing while trying to do both front and back in the same pass with...
I am working on a shader that will render a 2d texture with information about objects intersecting a plane. To do so, I was going to render all...
Today I was playing with writing a stylesheet for some editor controls and was playing around with making bootstrap-like classes for reusability....
@Stacklucker would love to see that if you ever get around to it!
Ah ok thanks! That info is much more helpful!
Was digging through some URP code and found this URP_ENABLE_CLUSTERED_UI scripting define which when enabled, exposes a new "Clustered...
Any update on this? I was hoping to group multiple tracks together to all use the same binding but it feels like all the functionality that would...
I have a scrollbar in the runtime which I wanted to style to give feedback when it is grabbed by the mouse. Selecting it with :active to change...
I've been using UITK and UI Builder in our runtime for a few weeks now and felt it might be good to put some thoughts together. UI Builder is a...
Ah, understood. Wish the docs were a little clearer about that
Unsure if I am doing something wrong here but public override IEnumerable<UxmlChildElementDescription> uxmlChildElementsDescription { get...
After some more playing it seems it started working after opening the material foldout for the first time and now I can't reproduce it being...
Been working on a custom Terrain shader in URP and noticed that the Terrain Tools preview package doesn't use the terrain material's...
I've found myself using a specific editor tool that I like to use in a project from time to time, but don't like keeping in the project. Since it...
Yeah that's a potential approach though seems like a huge amount of overhead for a large project. Really don't understand why there aren't...
I suggest digging through the SBP source code and you'll see there that the CompatabilityBuildPipeline.Build() uses the ContentPipeline.Build()...
Is it possible to use the SBP to build the "None" asset bundle? I would like to strip some components from prefabs/scenes during certain builds....