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Cant imagine a couple of analytics worsening the performance that much. Tried Godot for 2d with c#. It's much better for us. I advise everyone...
Why don't you test it out first?
This is my answer, if I understand you correctly: It even locks properties that are not currently animated. If the current animation state is...
Currently, if there are any animation clips inside the Animator, every single property that is used in every Animation clip are locked. Even if...
It does happen when the play button is pressed, but it also happens whenever there are script changes.
In my projects I always have domain reloading and scene reloading disabled. Unless one uses static classes, I don't see any reason to leave it...
What about incremental compilation? Could Unity add this (If it makes enough difference)? There was an experimental asset for this a while ago:...
Huh, this is what it shows in the package manager for me: [ATTACH] Am I missing something here?
Sorry, I meant experimental.
Hahaha, seems like I'm not the only one with this problem :D Once I have time, I'll try to file a bug report. Anyways, I just want to add, that...
Hi, I made a custom inspector: [CustomEditor(typeof(FieldNotificationForwarderReceiverMB), true)] public class...
Is there still no integrated way of doing this?
Thanks! This seems very promising. That's a very interesting solution you got there. I would just expect Unity to already have a built-in...
Hey, that's a good idea, but wouldn't this need 3 cameras? Although I don't think this would work in this situation, because this splitting needs...
Hi. In my game, I am currently facing a little problem, that I have not found a solution for on the internet. Basically, I am currently using the...
I hope this is not too old of a thread to bump. Has anyone fixed this?
I'm sorry if this is obvious, but how would I set up and learn how to do what you are talking about in this?
What do you exactly mean by using edges? I've heard something similar, but I didn't quite understand.
Yeah, I already thought about this and was trying to make it work, but I couldn't. It's probably possible, though. I am really going to look...
I think a very useful method to add to a composite collider would be something like, GetOriginalCollider(idOfCollider). For example, lets say I...