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Is there anywhere we can follow this and know if it's in or not?
Oh wow this would be great news. This is the sort of thing worth upgrading a project for.
Bug report filed @Ted_Wikman. Putting together the report helped me further narrow down the issue. It seems like the core issue is that, if a...
Hey @Ted_Wikman - spent a bit of time this weekend trying to narrow down the bug. I made a new project and tried to set everything up but couldn't...
@Ted_Wikman After looking into this more today I think this may be an issue with Mechanim animations? I saw that the inspector for the sample...
I recorded a gif of what I'm seeing: [IMG] The SpriteRenderer sprite is from the prefab value. The Library is properly being loaded and...
Thanks for getting back Ted. No other components on the object that would affect the renderer and nothing with a reference to it that's updating...
Hey all! I'm using the new 2D stuff in my game and really loving it. Thanks for putting it together! Beats having to generate hundreds of unique...
Hey Josh! Just wanted to check in with you all on where you were at with this. I made a thread here about source generators specifically, and just...
This looks super interesting, I’ve never heard of/used this before. I’m worried about it producing a lot of project bloat though if used - do you...
I've been sort of hacking away at trying to get C# 9's source generator functionality working in Unity. I know that Unity doesn't support C#9,...
So FYI I was running into the same issue here (Win 10). Restarting the project made it go away but it would randomly appear again sometimes. I...
Just found a bug when writing custom nodes that's easily reproducible. Declaring a fixed4 makes the shader fail (the assert doesn't pass), but...
Seconding this. I'm thinking especially for easily scaffolding projects, but also being able to more easily facilitate modding workflows that use...
Just ran some tests with this and it seems like it fixed it! I'm obviously worried it's a hack to fix it but I'm not sure if culling was supposed...
Nah no negative scale. To be clear it also works pretty consistently, but then will sometimes just start ghosting like that. The framerate stays...
This doesn't work. It also throws the tracking planes out of alignment and makes the camera not properly rotate around the scene.
Using only a single camera, UnityARVideo.cs is attached to the Main Camera. I'm wondering if it has something to do with the scale of the models?...
Going to subtract the image from the quote but still looking for guidance here. Just using the test scene but with different geometry. Everything...
[IMG] Does anyone have a similar issue with ARKit "ghosting"? It seems like it may happen when it starts to lose tracking, but it's weird...