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I have this exact same problem. My terrain is pink in the build, but fine in the editor, so I wanted to try this as a possible fix, but it causes...
Would like this also. Scriptable objects don't make much sense when you aren't putting data in them, a static class is easier, and the static...
Are you using Rider? I think I have managed to track my issue down to having Rider attached to the editor. I can reproduce the freeze pretty...
So much time wasted waiting for reloading assemblies in 2020 LFS. (can't work out how to post log well so Csharp code format will have to do)....
Yep using 2020.3.23f1 and I dread switching back to editor. Am I going to have to find something else to do for 60+ seconds before I can continue?...
Sadly I just found out that this WON'T work for WebGL as DataContractSerializer.SetSerializationSurrogateProvider isn't implemented! I really hope...
I'm getting this on Unity 2019.4.8f1 and TMP preview.1 - 3.0.0 and have been for a while, it is making my revert/apply dialogs painful to use for...
I just ran into the same problem, thanks for the work around, hope it is fixed at somepoint...
Okay this code non-intrusively solves the problem. It sets up a surrogate for all Dictionary<>, so they are serialized as Lists of a reference...
Only if I switch away from using Dictionary, its internal type is KeyValueType, which is a value type. But yes it looks like I need to write my...
Ah you responded while I was editing my original post, perhaps you can confirm that the work around you put in the other post won't work in this...
I have run into the same problem as described here while trying to implement saving code using DataContractSerializer:...
Its the material itself, not specifically the LineRenderer, try a different material. I had the same problem, I was using sprite-unlit material....
I have implemented compute using standard shaders, GL and DrawMeshNow. It works, however I can't get it to perform the rendering unless I am using...
I have the same issue. I am new to unity though so can't say it hasn't always been like this, except I see the tutorial videos have it working...