A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
I, too, just implemented Control Remapping after several days of struggling to get something working with the new Input System, only to discover...
Hmm, I don't seem to have Playable.CopyFrom()...
What's the best way to capture a moment of one animancer into another? I've tried grabbing a clip and a time, but am not sure how to stop the...
I see. Thanks for the response! The way I have my tilemap set up, I have physics separated from aesthetics - I think the way that makes sense to...
Interesting, thanks - so it sounds like my idea to construct the tilemap from multiple tilemaps might have some issues down the line, then. What...
So, my problem isn't really a coding issue so much as it is a problem with determining which option is best for me according to what Unity's...
I'm getting to the point that I am beginning to create rooms/scenes. I think I had an incorrect assumption that all scenes could be built in the...
Thanks for the answer, I meant to say that I figured out a workaround. I would manually stop the particle system every frame that it was active....
So I've just created a particle system which is only having this code triggered once. It is set to not loop in the inspector, and I tried...
I have this sprite material that I've taken a while to get working for a linerenderer; however, for some reason these long black boxes are...
It was tricky but I got it working. Mostly math issues and ended up using a particle system prefab with different qualities than originally...
Hi all, I have a particle system that I need to adjust at runtime that acts as light bouncing from the player to geometry and then subsequently to...
Option 3 worked for me! Thank you!
Option 3 looks promising, I'll look into that; thanks!
Is there a way to break up animation playback by time/frame count? I have animations that I want to split among several states, and I want to play...
How performant is that? I'm no expert but it seems like a lot of additional draw calls (2 + the blit?) every frame that you have fog, for every...
That sounds like the same goal to me. Get objects with a layer mask, apply the shader/mat only to those objects, and render those objects with the...
My research has told me documentation has been forthcoming for... I think like 3 years now. I think we're trying to accomplish the same goal? I...
Hmm still stuck on this, this is where I've got to in Execute(). I know I'm missing something but not sure what... // Filter objects by...
So, I'm trying to understand this, and maybe this will help others in the future. Currently, I have this code in my render pass...