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Thanks @HugoBD-Unity we appreciate it
Glad to see there has been progress, but as the posts above me have stated, the task of implementing this feature should have been broken down...
@HugoBD-Unity Is there any progress on this? I'm using the method mentioned above label.text =...
There are threads in this forum promising maxVisibleCharacters being exposed as far back as the 2021 cycle, yet we still don't have it exposed in...
Solved. Visual Studio didn't know what FullScreenPassRendererFeature was, but Rider said I needed to reference...
Thanks for the replies, the simple fade to black was just an example, my transitions are using greyscale images to change the transition depending...
When I try to use the type FullScreenPassRendererFeature in a script that is inside of an assembly definition, Visual Studio can't find a...
I'm trying to migrate a project from uGUI to UI Toolkit and I'm finding my renderer features that I use for screen transitions do not apply to the...
Did you get anywhere with this? I'm having the same problem in a 2D project. If I have one full screen pass renderer feature enabled everything...
Am I reading this correctly? You have to have Unity Pro to publish to consoles? Was that always the case? I thought around Unity 5 they got rid...
That's what I said. In that example scenario every install above 4m would be when you would pay, and that also assumes you made your 200k in 12...
I'm not defending Unity here, it's a terrible policy, however in your example situation, you only start paying per download after both thresholds...
If you just want to charge for the first install, would it not make more sense to do revenue sharing? Charge at the point of sale instead of the...
Looking at my git history I tested with Unity 2022.1.3f1 and URP 13.1.8 on June 14th and couldn't recreate it in the editor or in a build, neither...
@Le_Tai hey, sorry I couldn't find the thread to respond to. I got a response a couple of weeks ago saying they couldn't replicate the issue, and...
Thought I was doing something wrong with my scriptable renderer feature but this is the exact issue I am facing, changing from after rendering to...
Turns out it's the same thing that was happening in this thread...
I've copied the examples used here...
Since upgrading my project to the 2D Renderer I've noticed my player character has a lot of jitter and stuttering when moving around the scene...
I'm making a 2D turn based RPG and currently to do screen transitions I am using a really horrible method of stretching a sprite in front of the...