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See the situation, - Slider has a range but no label, - if you add a FloatField to act as a label (bound to same property) then since it has no...
I want to bind a Label to a float property then do a string.Format on that value to round it. But there is nothing in the ChangedEvent to accept...
I've been facing a similar issue, I hope that helps ! ;) (basically, the inability of CreateEditor to use UI elements) [ATTACH] [ATTACH]...
A rough guess is that you have to use "_Color0" and so on ... shader variable name, not description.
Doing it on the rootVisualElement doesn't work because something is affecting it, which makes sense ... There must be a 'root' container that will...
I've been able to sort it out somehow, see subtle differences with your code! <ui:UXML xmlns:ui="UnityEngine.UIElements"...
Doesn't work :( The window can get as small as possible, 20*46 but never fits content. I've been trying to set a button min width, hoping that...
I want to set minimum size of an editor window to the minimum layout size computed of the root VisualElement, but there doesn't seem to be a way...
haven't thought about that, really clever! [ATTACH] it's even more clear as on where the content is supposed to sit in the tile. Thanks :)
still not fixed in 2019.3.0a4 :(
So Unity makes working with 2D tiles a real pain, it just places them all next to each other, making it very difficult to spot and pick ones that...
Thanks!
Following https://docs.unity3d.com/Manual/UIE-WritingUXMLTemplate.html, I now have my own control but I can't find a way on how to instantiate it...
Thank you!
I am trying to achieve a somewhat simple thing but it turns out to be more convoluted than expected: Get ToolbarToggle to behave like a radio...
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On either of these versions: 2019.2.0b2 2019.3.0a2 VSTU is never shown as loaded in about window. No matter whether you re-install VS and/or...
I needed a way to draw some UI using a gradient, like a progress bar for instance: [ATTACH] Sharing this with you guys, there's a custom editor...
To remove extra space: public override float GetPropertyHeight(MaterialProperty prop, string label, MaterialEditor editor) {...
This is my attempt to mimic the behavior in Unity such that when you do reset in-house components such as MeshFilter, the mesh reference is kept,...