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In my previous code, I was creating one-off materials to layer on top of an object to make it flash a particular color. So that the underlying...
Depending on the desired behavior of your input module, you may need to use ExecuteHierarchy instead of Execute. This will walk up to parents...
If you want parts of your UI to scale and parts not to, you might need two separate canvases with two different Canvas Scaler components.
The problem vanished mysteriously after I rebuilt my Library. Thanks for the input!
After dynamically creating children for a menu using the new GUI, I start getting the following error every frame, more or less:...
Is mouse emulation from touch active? I remember having this issue when I was using Input.mousePosition in a touch environment; the mouse position...
Targets retain the listeners that monitor them. Listeners do not retain the targets that they monitor.
In my case, I wrote a class inheriting from PhysicsRaycaster and overrode Raycast and priority.get. For instance, I don't bother raycasting on...
Given that C# is garbage-collected, once an object with events is no longer referenced, its MulticastDelegates will also become collectable.
So far, I've had good luck using transform.TransformPoint and transform.InverseTransformPoint.
I found that transform.TransformPoint and transform.InverseTransformPoint were actually quite helpful.
Pretty much says it all. If I call EventSystem.RaycastAll, I get a list of hits back, but the only thing I know about those hits is what objects...
On successive frames, I am frequently getting divergent values for the worldPosition property passed to my OnPointer* handlers. When I Raycast to...