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Would it be possible to expose the native underlying structs for the Unity components (e.g. Transform, RigidBody2D, Collider2D, Joint2D) to be...
I'm rewriting parts of my project to be able to utilize the DOTS framework (e.g. storing object data as ECS components, changing how objects are...
It does show up there, but without any systems assigned to it.
I'm trying to set up multiple worlds with system groups bound to various PlayerLoop levels, they don't appear inside the Entity Debugger, despite...
Nevermind, seems that this is fixed as of 2019.2.0b4. It appears that Image's mesh (e.g. shape, vertex colors) doesn't get updated when the used...
Would be possible for the developers to add a System.Object field to UnityEngine.GameObject or UnityEngine.Object, so you could link them with...
I'm still quite new to the concept of ECS, but seeing those incredible performance benefits made me wonder if using ECS (hybrid approach) and...
When I was creating entities from code, I noticed that AddComponent<T>() that it produces quite large spikes in the Profiler. Turns out that...
I'm currently using FullInspector from the Asset Store for its inspector extensions, which utilizes several attributes to determine how the...
Works perfectly, but how do I reference the default script assembly? Using "ProjectName", "ProjectName-CSharp" or "Assembly-CSharp" doesn't seem...
Oops, nevermind. I just realized that this was added by me.
Are you using the C# 7 version? I'm on 2017.2.b2 and it works fine for me. Remember to remove the old plugin from the project root as well....
I can't add multiple components of same type to the GameObject with AddComponent - "Already contains a component".
Is it possible to have multiple separate paths in EdgeCollider2D that aren't connected without making extra GameObjects, similiar to...
Opening any of the scripts in Visual Studio Community 2017 results in an error for each of the generated assemblies, with them missing afterwards...
Compilling scripts placed inside a folder with an assembly definition file gives me an error and doesn't show up any of the compiled code inside...
I'm trying to set up a new C# project (Class Library Portable), but after referencing the other project I still get errors whenever I try to use...
Is it possible to have SFPolygons with multiple sets of vertices, similiar to how does PolygonCollider2D have multiple paths? I'm trying to use...
Not really, I was forced to use the default one.
How well does this handle a multi-layered procedural tilemap mesh on a PC game? Each map is going to be roughly 240x320 destructible tiles,...