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How is this?: using System.Collections; using UnityEngine; public class CameraCycle : MonoBehaviour { private const KeyCode PREV_CAMERA_KEY...
Best practice, you can still use transform.Position. I don't have any resources immediately available for rendering to render targets. I'm sure...
Avoid using Euler angles. It's best to use linear algebra. One possible way to add your yaw is to something like transform.rotation *=...
Something like this?: using UnityEngine; public class CameraCycle : MonoBehaviour { private const KeyCode PREV_CAMERA_KEY =...
Is this the type of thing you are looking for? [ATTACH] If so, here is the script I came up with: using UnityEngine; public class...
The reason for this is probably because anchoredPosition respects your pivot/anchor. So you'd have to set the proper pivot on the tooltip to get...
Highly recommend learning about break points and attaching the debugger. It's an invaluable to for your arsenal!
As far as 3D objects in UI, do you only need a single frame? Or are they animated? Either way, I'd probably dedicated one camera to the job. I...
Also, you're probably want to get the Rect transform of your tooltip and set anchoredPosition instead of transform.position
Just move the tooltip into its own overlay canvas. It can actually be performant sometimes to break certain elements into their own canvas to...
Have you tried stepping through your code with the debugger?
Would be nice! Hoping writing inspector GUI becomes much more enjoyable as UI toolkit/elements (whatever they are calling it) evolves.
There is a million ways to skin a cat so they say. So we are going to call the triggers that respawn the character kill volumes. I'm assuming your...
What aspect are you struggling with, the spread?
Math can be simplified by using the Vector3.Angle method. private bool CanLookAt(Vector3 targetPosition, Vector3 headPosition) { // Get...
I usually like to take a linear algebra approach when dealing with rotations. Clamping rotation can indeed be tricky. Here is a quick thing I...
Just tried to add Editor XR to my URP project. My controllers are pink and the log is getting spammed with these shader errors: [ATTACH] Does...
Also running into this issue on 2019.4
Now NetCode is calling `ArchetypeChunk.GetComponentVersion` instead of `ArchetypeChunk.GetChangeVersion`. After fixing that I get the following...