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Hey! Page 69! Nice! Seriously, it's been positively WILD to see the reaction to this. My entire timeline has been nothing but this since this...
We are also experiencing this issue with one team member and one tester that we've sent our built game to. Even running our game in a test scene...
Update: I did not understand that you could make rigs out of multiple SpriteSkin components. This solves the issue.
I have a 2D platformer with skeleton-based characters rendered through a single SpriteSkin. Each character can hold a variety of weapons, which...
It's kind of unclear to me how input works for the current version of the UIToolkit preview package, but right now it seems like the UIDocument...
Thanks for your reply. Please do find the time to update the docs explaining this naming convention edge case. I'm having some difficulty...
What it says in the title. Addressables 1.6.2 fails to load an asset if the asset name (not the path) contains any instance of either bracket. I...
Okay, thanks.
I have a large number of ScriptableObjects that represent characters in my game. These SOs all have references to textures (the spritesheets),...
Hey, does asset support Global Illumination or Baked Lighting? I've heard that deferred decals don't contribute to GI. Will those features still...
Is there any evidence we have for this other than them saying so?
Haven't had time to download and test this yet, but if this only truly supports bilinear output, then I really can't say I'd use it, since the...
Any idea when this will be implemented? Seems like a very crucial feature.
Pretty much the title. I am trying to implement destructible tiles in my game, and projectiles that penetrate through several tiles based on how...
Not sure if this should go here, but I need to know if there's a feature in ProBuilder that I just can't find. When I'm in face mode, and have the...
How did you get it to work?
It looks like 5.5 has broken it. Is everyone having this issue?