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Thanks, Maverick - I had not found that and it is very relevant.
In my exploration of the DOTS Sample project, I am attempting to modify the weapon by making it fire a projectile (like a rocket). The NetCode...
I have been trying to explore the DOTS sample by making some theoretically simple changes to the game to see what happens. One of the things I've...
Now that 5.4 just came out, I'm looking to update soon and see if it's resolved in the new version (there are some changelogs that seem...
@hoesterey - I've seen that suggestion to move the object and then wait a frame before destroying it. That approach strikes me as unacceptably...
Just to add to my post above, add "when the collider is disabled" as a case when OnTriggerExit is (annoyingly) not called.
@orb - All of what you describe is what I would expect and what Unity used to do pre-5.3. However, Display.displays appears to be listed...
Am I understanding correctly that in order to make my game come up on the monitor on which they launched it from (as it always used to prior to...
I have many instances in my game where I want to do something whenever certain other objects are touching a different type of object. So I can...
Here's some more details on the specific cases I have: My monitor is 2560x1600 native. If I start the game at any of the available resolutions it...
I seem to be getting some weird behavior when I use the Screen.SetResolution() method to change between fullscreen and windowed mode as well as...
Just started using the new Dropdown boxes and since of course I'm trying to use it in our pause menu (with timeScale=0), I ran headlong into this...
For anyone who maybe stumbles across this, I've found two things: 1. This is only the case that it misses triggers if you have...
Any further update on this? Does the latest version still have these issues? Assuming it is not yet fixed, if it would be helpful, I can get...
Regarding the Radeon grid-of-dots bug. Am I correct that that's still known to be happening in the latest version of SSAO Pro (I just updated and...
I can't find anything remotely canonical on this, but it appears that currently Unity 5 has a bug where Physics.OverlapSphere does not include...
I have a shader which was working in Unity 4.6/SF 1.06, which is setup to be double-sided. It generates, in the Shadow Caster (and Shadow...
I've been trying to work with a Shader Forge shader not so different from the vegetation shader that's included in the examples. In doing so, I've...
@IFL - Thanks, that does indeed fix things for non-rotated meshes. I'm still trying to see if I can adjust it to also work for my rotated ones...
I'm pretty new to working with Shader Forge, so I'm expecting I'm missing something obvious... I'm trying to adjust an existing shader forge...