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Hello, what would be the recommended approach when populating child GameObjects' corresponding entities with custom components during baking?...
Nice, but how does this handle custom classes? Can we then somehow create an editor for it?
Any news on this feature? We also would really appreciate that.
Any news on this?
Just tried it on my machine as well. I can confirm the issue. Is that a known issue for the beta version?
I figured it out. Seems like it's not allowed to have a parent of the ScrollView with flex-grow set to something like 1.
Fixed it by deleting the snapshot save folder. Seems like a bug that happens when the folder containing the snapshots contains some corrupted...
Hi, just wanted to try the cool-looking memory profiler, but all I get is this demo window in which all buttons do nothing. So I am wondering am...
Yes
Doesn't work, only the up and down buttons are shown. What could I be getting wrong in the hierarchy? What things do I need to pay attention to?...
The thing is there isn't enough space. I display around 1000 items in this list. Using the debugger shows the size of this element being 14000...
Just tried your suggestion and it doesn't seem to work like that. Now the items are laid out that way, but the scrollbar isn't showing up, using...
oh that could work, haven't thought of that. Do I have to do that in code or is there a simple way of doing this in the UIBuilder, because on my...
Hey, I am once again struggling with ScrollView thus I am now asking if it is possible to achieve a scrollable GridView using the ScrollView and...
ahhh okay, but that doesn't necessarily solve the problem because I want my UI to be scaleable and I wanted to do this using the scale value....
Hello, I am currently encountering weird behavior with the height and width of the root element not aligning with the resolution of the game as...
I would do this as follows: Create both views inside a single parent with absolute positioning and set top, bottom, left, right to 0, this...
Hello, I am currently using a ComputeBuffer in SubUpdates mode to enable the writing to the buffer in another thread. Then a ComputeShader uses...
Hello, I am currently trying to send data which is bigger than int32.maxvalue (2.147.483.648 bytes) to the GPU in a ComputeBuffer which turns out...
So it turned out that it magically fixed itsself. I was just trying to get that to work by creating a new shader and pasting in every line by line...