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I've been working on a custom InputModule that works with a canvas rendered on a sphere. It accepts multiple simultaneous inputs, such as mouse,...
I've found somewhat of a solution to using multiple pointers. Unfortunately I now have to handle sending Events myself: using...
I'm writing a custom InputModule that's supposed to handle VR controllers, gaze based "controllers" and mouse input. They interact with a UI...
I also created an empty project, with just the code above:
I'm making a custom property drawer, where you can edit 3 booleans (select the axes of the object that are allowed to be rescaled). Despite the...
I ran into a very helpful post here: https://answers.unity.com/questions/598277/generating-a-prefab-from-audio-clip-via-script.html And from that...
Thanks for the reply! The problem however is not the loading of prefabs, but assigning them to the database. The manual workflow is dragging a...
I'm trying to create a sort of asset database, with prefabs of a particular type (specifically objects I can place in edit mode of my game). The...
I've been working on a 360 video player that works with the new render-to-skybox mode. Users add interactive information to an existing video....
That sounds like a great idea! Probably useful in a lot of other use cases as well.
Hey Dominique, thanks for your suggestions! Responses to your questions: 1) I have looked into asset bundles, but as far as I can tell I can...
I'm working on a video player in Unity. I intend to package a video with certain metadata and other related files (such as images) into a single...
That would definitely be better for performance. Unfortunately, the overhead of creating the colliders for each and every enemy would be too much...
I've managed to find how layers interact with physics, added a layer for enemies and told it not to interact with itself. This brings the...
I'm working on a first prototype for my game. The game will have a large amount of sprites, so generating colliders by hand is something I'd like...