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@CodeKiwi Thats correct. The game I'm working on right now does exactly those things. Keep in mind tho, that any content crated that way, be it...
Also (to bring up another point for the change I'm asking): If the main argument is that the IDE warns the user that a value MIGHT be null at...
Well, hopefully "all of UI" contains warnings within the UI as well. :) If there are really no changes planned to this system, then @VS-Devs:...
Is it possible to avoid the orange highlighting of nodes when plugging in empty custom variables as parameters? Apparently VS is assuming the...
@kirrwed this looks like Rider to me. At least Rider has some similar featuers. I can only recommend it. I made the switch from Visual Studio a...
I've made a few performance-comparisons in this thread here. Without any C# optimizations it is quite slow, yes. Performance-wise, you can't...
thanks, thats great news, theor! another question - is there currently a way to kill a running co-routine event using the built-in units? i know...
Just to make sure i understood you correctly: Graph based codegen = Translate a node-sequence of a graph into code (i assume c++ or c#) Node based...
I made some tests today and noticed that its possible to include a flow-graph in an AssetBundle and dynamically load behaviours, which could be a...
hi there! I'm looking for an alternative to uLink (as its not being actively developed anymore), so I've been playing around a bit with the...
Anyway, thanks for calling my attention to this one. Might come in useful another time...
Unfortunatly GUI.DrawTexture only works on the 2D "screen" (as it requires a Rect for positioning, not a Vector3). I managed to draw an icon now...
Well, the good thing is, that the OnSceneGUI also executes when the component is collapsed. Therefore, in theory, it could be possible to draw an...
@flashframe: The problem is that everything that's being called from "OnDrawGizmos" disappears as soon as you collapse the script in the inspector...
Hi @flashframe, first of all thanks for your response. I'm really stuck on this one and i can't imagine that noone has tried this before....
*silent bump* - anyone? sorry for the double-post, but i thought the "scripting" forum might not be the right one, so i've created another...
Does anybody know how to achieve something like this: [ATTACH] I've been looking for quite some time now on how to achieve something like that,...
I'm trying to figure out if this is a unity bug, or if i'm missing something in my implementation. My problem is very easy to reproduce: 1)...
After editing the List-filling to work properly, the performance check now seem stable every time i perform it. @Malleck666 thanks for pointing me...
Hmmm... why does it say then, that the List.count is 0 when you Log it before adding the additional 100000000 Vector2? Also, the time doesnt...