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I had to yield return null instead, but then it seems to work~!
It might be worth noting that as a workaround, you can add Unity Hub as a non-Steam game on steam - if you then launch Unity Hub through Steam,...
I was having similar issues with WebGL, where CreateGPUProgram was exceptionally untimely (in the middle of gameplay when some my shaders are...
While toying around with floats in Burst-compiled jobs, I ran into an issue trying to cast a uint2 to a float2 - indeed, casting any uint vector...
[IMG] This is a Tiled importer for Unity. Download is available on itch Documentation is available on Read the Docs. Source code is available...
That's okay! The easiest way is probably just to call Debug.Log("Yay we're colliding"); inside the OnCollisionEnter2D. Colliders are kind of...
Did you try checking whether the collisions ever happen? What do you mean by "My script will not work at all"? An alternative solution that has...
I'd probably do something slightly hackish to avoid having to check all the combinations: var value = Mathf.Max(redSlider.value,...
Without knowing too much about how your code is structured… how about:GetComponent<Rigidbody2D>().velocity = transform.up * speed +...
Note: Tile.StartUp and Tile.GetTileData both seem to be called during Edit Mode and Play Mode, so it doesn't seem to me that I can just use either...
I'm working on an importer for Tiled which imports directly to Unity's built-in Tilemap (and other components). I assign prefabs through script...
Perhaps you're doing your Input checking in FixedUpdate? That won't work very well, as not every FixedUpdate gets every Input event, and vice...
heading = -transform.eulerAngles.y; Alternatively, if you want to keep it positive: heading = Mathf.Repeat(-transform.eulerAngles.y, 360f);
I'm not sure why your 12×12 PPU works as well as it does. Considering your sprite is originally 16×16, and you want to scale it by 1.5× (to...
As of the UI code in 2017.x, it seems to be enough to just momentarily unlock the cursor, process the input, and then return the cursor to its...
Skipping the Geometry shader would mean using four times as much video memory - about 1 GiB, in fact. I gave the approach of not using the...
Well, you have half2 texcoord : TEXCOORD0 in the v2f struct. That never gets set explicity (it will always be 0), yet you use it in line 74....
Hi Zicandar, thanks for referencing TC particles, that seems like an interesting project. Not exactly what I am looking for, but very close. I...
In those cases where SOFTPARTICLES_ON is not defined, o.projPos does not get set. You either need to wrap the v2f struct definition's projPos...
I have been toying around with pushing as many points or triangles as possible in DX11 mode, in an attempt to simulate a tiny galaxy. I am quite...