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Hey all, I am trying to use TMP_FontAsset.HasCharacters to identify missing chars for in-game debug purposes with localized text and fonts. This...
Thanks for your help @alexeyzakharov. Removing the Profiler.enabled previously caused desync in a different place and I didn't want to spend more...
Hello all, I am working on in-game tooling to highlight instances where text overflows its container. I am trying to get the actual rendered size...
To update, unfortunately without more blind fumbling simply using ProfilerDriver only does not seem to help with any of the off-by-1 issues on its...
Hey @alexeyzakharov, thanks for your response. To clarify, this tool is activated some time after preview mode / in-editor play mode has started,...
Hello, I've been stuck for a little while on trying to synchronize one of our own tools for collecting custom profiling information to correlate...
Actually just ran into this, it looks like exactly what I need. https://docs.unity3d.com/ScriptReference/AssetDatabase.OpenAsset.html
Hello all, Just wondering if there is API (or some other method) for opening a script in a Unity project using the IDE you've defined in the...
Would still appreciate help with this. :)
Hello! I am writing a tool that allows you to preview assets in the editor in an isolated scene. Part of this tool involves hijacking the editor...
I have ended up using the sample code provided here and it seems to work, however I would prefer a more elegant solution if one exists. I haven't...
Hello! I am trying to write editor tooling that generates a prefab corresponding to an imported model. I have a monstrous config scriptable...
Hello again, unfortunately I've been trying to get this multicast listener working, but it looks like calling...
Good to hear about those changes for 2021.2, that sounds like a good step forward. It would just take us a while to get to that early of a version...
That's good to know! Does the Unity player broadcast the Profiler port in the same way? Really appreciate it, thanks! It would definitely be...
Thanks! I think I remember seeing something like this in the source code for the Unity extension for Rider. It's unfortunate something as...
Hello, Is there any way to fetch or calculate the debugger's port number from within the application's code? Visual Studio > Attach Unity...