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For what it's worth, I'm getting an issue with SphereCast within a collider too. I'm making a 360 tour using a Cubemap with its own collider and...
I tried the events you hook on in my own editorwindow. Only PlayModeChange is causing a domain reload, but the handler is also triggering before...
For one I'm not entirely sure on what you're trying to achieve. From a first glance, you are operating on a bunch of data from ScriptableObjects...
I don't see why though. CreateGUI is supposed to be called on every assembly reload. And I sure as heck expect it to run prior to any scene...
Indeed, I had problems with assembly reloads and recovering window references or data being edited even before UITK. Thing is, there's not enough...
Why not bind to SerializedProperties? If they are all views of the same data, SPs should handle any updates from the underlying values.
I don't see sth inherently wrong, but then again I haven't wrestled with scene changes. That said, the problem lies in DomainReload which happens...
Does locking the tab help? Also wouldn't this be better in some kind of editor window? Perhaps a Utility or sth like that? I feel like you could...
I don't see anything wrong at a first glance, can you show MakeItem as well? Because the problem seems to be in creating and rendering the...
Not sure about the horizontal list, but you have a few options. ListView does have add/remove controls, but they are hidden by...
As far as I can see, there are 4 culprits, OnEnable, OnDisable, OnBeforeAssemblyReload and OnAfterAssemblyReload. Before and After Assembly...
I have a custom tool which deals with content creation for the application. As soon as I hit Play, normally the GameView would steal the focus,...
Not sure, but when the device is not connected, it definitely can't because it queries device height before setting it to the CameraOffsetY height...
I just figured the last part today, so for anyone wondering, Interactors have a checkbox called AllowHoveredActivate, which basically allows...
You can check the AllowHoveredActivate checkbox in the interactors. Just make sure you at least do it for the Direct and Ray interactors.
FWIW, even though it's still not ideal, there is a slightly less painful way to maintain project templates. Hopefully, unity will add a bit more...
If you use Generic rig, then the bone names matter. You should try renaming the relevant bones to match the ones your animation clip references...
gitignore rules exist to ignore stuff. if you don't try to ignore all .asset files, TerrainData won't be ignored as well by extension. The issue...
I was just about to hit Reply with pretty much the same response when I saw a notification for Kurt's response, so +1 for Kurt's.
I suspect this has to do with Addressables and how the SVC and the shader assets themselves (referenced in the SVC) are bundled in bundles that...