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Hello, I have an issue that Collider.Raycast and Physics.CapsuleCast do not hit a MeshCollider that I set up. If there is a collision, the...
Okay, I found the issue in my example. I set Rigidbody.detectCollisions to false, under the assumption it would only affect actual collider...
Hello, I have the problem of a raycast not hitting a collider and I tried everything now, so I hope someone can point something out that I am...
Same here. My blender set up was not modified from when I was using Unity 2018.
This seems to be an issue of the Light Rendering Pipeline. When I disable it and revert to the default rendering, the issue seems to be gone.
Hello everybody, I recently updated to 2018.1, using the new PostProcessing and the Light Rendering Pipeline. I encountered a weird issue that...
When reacting to collision events, you can distinguish beginning collisions by the contacts, but when the collision exits, all hits are the same...
I am very busy right now since I need to finish that project but I will send you something to reproduce my issues after that.
Hello Domino, I encountered another issue. In the editor I apply the mask and all objects get correctly updated. The material is correctly...
Okay I found the solution. You have to set all the masked objects materials to None and then press "Apply Mask to Siblings..." button again. Then...
I am trying to set up two objects with masks but I always end up with both objects using the same mask resulting in: The mask image is always...
Okay nevermind I accidentally recorded the property into the animation.
I have an UI element with an Image and Animator component. Although the root motion option is disabled, any change I do to RectTransform.position...
It is definitely a lighting issue as when I change the material to be unlit it works fine. Also when I remove the cloth component, it also works...
Hello everybody, I am using the latest Unity 5 version. When the meshes are static they are lit correctly. When I add cloth support to them they...
Thanks for your help. ztest equal did the trick.
What I try to do is that I have a plane as a sprite in a 2D game. This means that big areas of the texture are fully transparent as the character...
The way I understand it, this would require that when the projector is rendered it has access to the main texture set on the object so its alpha...
Already found it. There is iPhoneSettings.uniqueIdentifier.
I wanted to ask if there is any way to get an information (like the UUID) that is unique for the current iPhone? I need this to prevent that some...