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Is this what you're looking for? public static Object Instantiate(Object original, Transform parent, bool instantiateInWorldSpace); GameObject...
If your screenshot is from the editor, my experience is that it always looks pixelated in editor, but looks perfect when built on devices.
There are a few different ways to pass the value to the UI. But you shouldn't rely on your second choice of searching for the right field. Mainly...
Can you share the solution, if you found one? I depend on DOTween a lot, so I want to keep the plugin, but I'd like to remove the bugs.
Been having this strange issue for a while, just wanting to hear if others experience the same. Working with uGUI primarily, having a scene with...
Try checking your EventSystem component. It has a 'Drag Threshold' variable. Try setting it a little higher and see if the buttons become more...
Sry for the late response, Yukichu. I had a release and then holidays, so I forgot to check your question. I thought I was using RectMask2D, but...
EventSystem has a Drag Threshold variable. Try increasing it, to see if button-presses becomes more reliable and less dragging happens.
I tried a bunch of things to get it to do what I wanted. I read someone else yesterday suggesting doing a...
If you have offscreen UI, have you tried to set a mask and see if that helps (I'm unsure whether I have tested it myself actually) Also, Canvas...
Is it possible to open an app-local file with another app? Is there any asset out there that will help me? A file is created runtime that I want...
Maybe you should test the drawcalls and your texture sheet in an empty scene. I had 12 sprites, giving me 12 drawcalls. Put them on 2 atlas and it...
I run a project with a bunch of uGUI stuff. 80 drawcalls was slowing things down way to much on Android. Optimizing it down to near 30-40 made it...
I had a similar problem with a newer version on mobiles. The issue seemed at first glance to be the size of the buttons. Making them a little bit...
Should anyone run into the same problem, a call to Canvas.ForceUpdateCanvases () did the trick for me.
I have a ScrollRect with a viewport that contains a RectMask2D. The content of the ScrollRect has a list of children, expanding beyond the...
ScrollRect uses current mouse position - start mouse position to update/calculate normalizedposition (instead of for instance using delta or...
Sounds like you're planning on releasing support for it? I bought a Asus fonepad for testing android builds (without realising the problems)....
Gaski, you're spot on. That was the reason for wanting to reference scenes. Any chance you could detail how you did the scene to string...
So I looked high and far and maybe the answer just slipped my eyes somewhere. In the editor I'm able to use a public Object variable and put a...