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Is this going to be reevaluated with the latest browser versions? CPU skinning on webgl is slow.
Getting a black screen and the following error on tvos UnityEngine.Display.get_requiresBlitToBackbuffer () (at...
For developers using the event system with Netcode, be aware that some system groups can update multiple times in which case the default event...
Is there a way to not update the system if there's no events?
in IOS build, some code is stripped. Even if you try to disable code stripping, the value is still set to low. So you have to add the code that is...
I was referring the the fade duration for the StopFade. Even if the StartFade duration is non-zero, I can't use StopFade. Only Stop works and...
No, the fade duration is the default 0.25s but the weight is 0. Is it possible for the end of Attack1 to fade with the start of Attack2? But both...
When I log it, I get Attack1->Fade1->Attack2. There's no Fade2. When I look at the inspector, the weight for the attack is 0. I only visually see...
@kheldorin Stop and StartFade will both clear all events from states on that layer so there shouldn't be a difference in that part of the...
var state = CharacterAnimation.Animancer.Layers[1].Play(attackAnimation, 0, FadeMode.FromStart); state.Events.OnEnd = () =>...
Is there an edge case where if I play an animation, the end event doesn't get triggered? I need a guaranteed end event to change the state of the...
Does the UIEffect work with the lightweight render pipeline?
That sounds great. Looking forward to the update. :)
I want to be able to select a particular style from a drop down menu so I know it's definitely a valid style tag and then prepend the style tag to...
I'm using 2018.1.0f2. Performance reporting used to work but now, when a null pointer exception occurs, it just freezes on android and cause a...
Is there a way to hide all UI for a specific category?
Hi, is it possible to recreate a matrix the same way as the layer collision matrix in the physics manager?
Anyone know what's the workaround for this? I tried using a PostProcessBuild and it still gets overriden
I've managed to get dlls created with IKVM to work with Unity. But it seems that Unity requires that all the IKVM dlls to be in the project even...
It makes the code messy.It just helps if there's some sort of flag like a preprocessor that if enabled, unity would output in the console if it...