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Yes I will do this. Should I use the editor's built-in bug reporting tool or do you have some other location for reporting bugs about the...
In our UI I have some UI components that are conditionally showing and hiding. On of these is a label that shows a progress information: [ATTACH]...
@ErnestSurys thank you, overwriting the clickable looks like the thing I need. The thing with the resetAllButtons event handler seems to just...
@Baste you mean this is how the UI Elements API should be, right? Because right now it is just an Action, not an Action<Button>.
In our game we dynamically create a list of buttons depending on what options a player has. What I would like to do is something like this:...
Hi Karl, thank you very much. Would you provide some insight about the reasoning behind disabling the wrapping? I mean I'm glad that you add it to...
We're currently doing some text based adventure and we have lots of longer text passages. The text is supposed to be displayed depending on...
I'm currently trying to get familiar with the Addressables system. I have several items that are of different type and should be addressable....
I see, thank you. Good to know that I used the system correctly :)
Well it sort of is metadata. Every message has a key in it's table. While it's not really used that often as you have things like...
When you use the search function in the asset tables dialog, the search only searches the actual text of the localization. While that is useful,...
It depends. If you don't have a performance issue, you should probably not worry about what is "best". If updating the UI every frame works for...
I have a dialog which has a fixed upper part containing text and a dynamic lower part with options that the player can take. These options differ...
Copy & Paste are intuitive however it's a lot of clicking you have to do when you switch between tables. I rather had something in mind that...
Sometimes you need to reorganize your strings when a table becomes too big, or you want to move some strings out into some DLC bundle. Currently...
Support for transitive Git dependencies would be really helpful. Publishing components on GitHub is a lot quicker and easier than setting up a...
Here is an example: protected override JobHandle OnUpdate(JobHandle inputDeps) { var entityType = GetArchetypeChunkEntityType(); var...
The RenderMesh component is an ECS component, not a MonoBehaviour. I understood you got an error message about missing a MeshInstanceRenderer...
MeshInstanceRenderer has been renamed to RenderMesh. In addition Position is now Translation, so you may want to update this as well.
So [Serializable] didn't help, but changing the properties to public member variables made the struct render properly. I'm not really a huge fan...