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I've been working on some multi-threaded things recently. I guess it's like a dynamic mesh batcher, but in another thread, it's not really...
lol
I'm trying to implement a blur effect for UI elements, so they blur whats behind them. The game I'm working on is splitscreen, so I'm testing...
Not the cleanest as it requires using reflection, but this should get you what you want. [InitializeOnLoadMethod] static void EditorInit ()...
Hi Adobe Glad to hear you're here adobe-ing everything up. Subscriptions are clearly the way forward, everyone loves subscriptions, it's 100%...
[ATTACH] There was a small annoyance in a project I'm working on that I've managed to trace back to this. I think sometimes CircleCast returns...
The below script will work when the cast is cast along the x axis. The collider can be rotated. [ATTACH] using UnityEngine; using...
The following will work when the edge collided with is going straight up the y axis. You can rotate the direction of the box cast by rotating the...
[ATTACH] So in the tangle of squares we have the following: Small white square - The "smaller square", starting point, a box cast starts from...
Thank you for clearing that up, much appreciated :)
Box2D has a rope joint which would be very useful for me and a lot of other people. Just wondering if there's a specific reason why it's not...
Sorry, I should have mentioned that in this case I'm talking about non Unity objects exclusively! But yeah, I had looked into Unity's "fake null",...
So say for example you were making, lets say, an editor extension, a GUI panel system perhaps. So you make your framework and compile to a DLL (or...
I'm using HideFlags.DontSaveInEditor on a game object I'm creating. It's a manager object for an editor extension. Basically, for me, It's...
Didn't know about the roadmap. So probably realistically we're looking at 2020 when Unity 8 comes out
Can someone from Unity maybe reply with an answer. I've seen people say it was announced at Unite 2012, if so then it's pretty ridiculous that...
Sphere casting and the returned normal! How great!! Green line is the sphere cast (0.2 radius FYI), pink line is the hit normal direction from...
I was having an issue where I was getting flickering shadows over everything. After searching, I came across a couple of questions about it and...
I disagree. I think I spent those words explaining how I currently have things set up and whether or not you think that is a bad idea or not. I...
Hi all Sorry about the title, it's hard to word what I'm after in a short space. So basically, I've been the "Unity guy" and lead programmer for...