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This is such an old post that I really can't say much about what happened back then and how I resolved it. The reason I didn't just crank up the...
It seems the code wasn't working for you, because you were missing the using System.Linq; statement. Nothing wrong with your solution, though....
Ah, sorry I left this pending!` I actually reported a bug back then and it was claimed to be fixed in Unity 2022.1.0a10 and above....
You can build utilities to do this. You need to write custom implementations of Marker and INotification, and INotificationReceiver. You can even...
Don't know if it's new, but you can add a GameObjectLocalizer component and then go "rightclick->localize property" on a text field to make it...
Hi, I am using Timeline a lot and I reuse the same timeline asset for many of my prefabs. I am using AnimatorTracks and it has bugged me that I...
That's right, but they don't have to. OnValidate is only called in the editor, anyway. You'll have to make sure to wrap the code in #if...
Yes, you are right, this is much better! I felt like from a design perspective the HitDetector should have the responsibility to check for hits on...
It's a gameobject and can have other components, such as a renderer. Yes, if it didn't need to be a monobehaviour, I wouldn't have the problem of...
Yes, it does. I added the random check to illustrate that the HitDetector gameobject might persist.
Hi, I am thinking about hacking my way around the limitation that I cannot initialize MonoBehaviour through a constructor. Usually you would do...
No, and you can find the answer in the manual. https://docs.unity3d.com/ScriptReference/MonoBehaviour.Awake.html "[...] The order that Unity calls...
Have you tried calling LightProbes.TetrahedralizeAsync(); after setting scene_B as your active scene?
I think this is a very valuable difference, though. The object can be a reference that tells you exactly where the offending block comes from....
Hi all, thanks for your input! I agree that for simple scenarios, it's the best idea to hammer the conditions (if (!IsStunned) { ... }) into the...
Hey all, I frequently use a design pattern that I think might be interesting to discuss. In many scenarios I find myself in need to...
In Unity 2020.1 I have noticed this happening with 'Project Settings/Editor/Enter Play Mode Options/Reload Scene' deactivated. Fixed it by setting...
The advantage of an animation over this is that the emission will be toggled correctly when jumping through the timeline. When you have a script...
Hi, I am trying to create a table with a combined primary key public class Test { [PrimaryKey] // would like to add [ForeignKey], but does...
I have also sent in a bug report (IN-10010), because it was very quickly done. Thanks for your support!