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This is not the same as view binding that I see when working with Android UI right. Would be convenient to have some Attribute that...
Thank you. You saved me a lot of time.
I thought shader properties are listed in the order I define them in shadergraph, but sometimes it gets messed up. Like so: [ATTACH] Unity...
This works for me: [ATTACH] (Disable Update Position in the Update Block first) But it sounds like you want to spawn more particles when you...
You can also use C# nullables like so: Gamepad.current?.rightShoulder.wasPressedThisFrame == true
I'm having the same problem. It looks like BuiltinMaterialPropertyUnity_MatrixPreviousM is only updated after it gets uploaded to GPU. My...
I'm using this method now, and there's no longer a one frame delay. But results in incorrect blending. I can set correct blending if I use...
Nice effect. But I can't get it to work with MSAA. The screen turns beige and console gets flooded with this: A multisampled texture being bound...
Is texture streaming supported in ECS 1.0? It doesnt seem to load higher mips. But using traditional game objects works fine.
In my project, transparent materials starts glitching out when there are over 10k instances on camera. I'm using ECS1.0 though, but DX11 works...
Are dependencies handled automatically for IJob and IJobParallelFor as well?
Perhaps show some code. But generally I'd use an ECB to update components of other entities.
Thank you! If you don't mind, I've a few more... I also noticed IJobEntity seem to get scheduled even if there aren't any matching entities. Is...
I'm in the midst of migrating from Entities 0.3x and 1.0 is quite different from what I'm used to. Appreciate if someone could answer these: 1....
Same. It appears in UIToolkit as well.
It didn't work for me, but that's okay I can live with it. Thanks for the quick response, much appreciated.
Toggling the active bool does nothing on an instantiated profile returned by .profile. It only works on .sharedProfile. Unity 2021.2.13f1 with...
Yup, I configured my PanelSetting with a RenderTexture, which is then rendered onto the color buffer via CoreUtils.DrawFullScreen in a CustomPass....
I managed to do this and it looks great! I'm using a HDRP CustomPass to display that RenderTexture but there seems to be a one frame delay. UI...
Thanks! It is that simple.