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I cannot seem to use _MainTex_TexelSize. When I use it, it just says that it doesn't exist. How do I use it? In for example Unity's default...
Beta 5.5.0b11 gives the same errors. Even after deleting library and rebuilding: Failed to determine 'C:/Program Files/Unity...
Same problem here. Everything working, but these errors look really ugly.
Yea that actually works! This means that the problem is probably very bound to how asset loading is handled (such as textures, etc).
Doesn't matter if it's desktop Windows build, editor, ... etc
I really disagree with you guys. There really seems to be a problem with 2D ghosting in Unity games when the camera is moving. For example, in...
I've actually tried this. And it does help... but only if I load EVERYTHING before starting my game.. which kind of takes away the whole point...
Yea very annoying for me too. It seems as if the async loading doesn't load textures very good. I haven't found any way other than to just reduce...
That doesn't work for built in functions and don't want to write wrappers for eveything!
The problem is gone if I remove mipmapping, increase the ring buffer size of texture loading and compress all textures. So yea... seems tightly...
I have the exact same problem and I've been trying to track it for very long now. Interestingly this happens only the first time a scene is loaded...
Oh interesting. Can you link the bug report too so I can upvote it? [Edit] Oh found it in the thread you linked. Here it is:...
Ah. That's nice. Follow up question: why can't you send a Vector2 to a method/function as an argument that requires a Vector3 and vice versa? It'd...
I'm using the following calls to load a scene: Application.backgroundLoadingPriority = ThreadPriority.Low; loadingOperation =...
I have the same problem. I'm using LoadLevelAsync and I set Application.backgroundLoadingPriority to lowest possible (i.e. ThreadPriority.Low)....
Hi! I am making a 2D game, and I constantly have to create Vector2s from Vector3s. It'd make my life so much easier if there was a constructor for...
I'm also getting this. Not with UI though... just with normal animations.
Managed to fix the problem by finding out that when running the game in the editor one should use the...
I use "UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);" to load new scenes. However, LoadSceneAsync...