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Yup. Found it a moment before. Thanks by the way.
Hi. Unity 2022.3.20f1. Absolutely identical calculations before and two different lines of code. Trying to make some joint stuff. Below - works...
What are you talking about? I see only UnsafeAtomicCounter32/64, which internally uses the same Interlocked.Add...
Return the package, I'll fix it for myself. Waiting literally on line of code for 10 years is little bit. public virtual void Focus()...
No, it is not here. I am not using UGUI InputSystem. On legacy or on custom input handling system via events there is no mighty checkbox. And even...
At least optionally.Because. Any focus events are not cancelable. Calling focus inside FocusInEvent/FocusOutEvent does nothing. Waiting ten years...
Last question is my bug, for some reason InputSystem is sending same event twice and I have only two items, so they are cycling. Previous with...
Also navigation does not work. With old input it works. With custom events does not. Tried all wildest theories, that was found. Callback...
No, it does not work and throwing null reference exception and after throwing the warning. if (sendEvents) {...
Thanks!
https://docs.unity3d.com/Manual/UIE-faq-event-and-input-system.html > To remap UI Toolkit inputs without affecting uGUI controls, disable UI...
Any workaround for this problem in build? We can't rely on 2022.3.5f1 because of deadline.
I am making ECS wrapper. Awake/OnDestroy - creates/destroys empty Entity. OnEnable/OnDisable adds/removes Component on Entity. Unloading scene...
That's nice. Will wait for the full release. Hope it will be soon.
What about stencil? Or it will be like "you do not need it"?
Mergeable EntityCommandBuffer will be extremely useful. Like ecb.Append(ecb1), ecbParallelWrite.Append(ecb1) or something. With that I can create...
I do not want any transform. For sure I need LocalToWorld for rendering, but I can update if for myself. Is it possible to not generate that...
Problem is in migration. New one work as expected, but old not reimported properly, producing white arrays. And hash does not match between...
Thats the fix. Reason - for scene view Unity is using RenderTexture. int width = camera.scaledPixelWidth; int height =...
Sure. I've tested with custom XAtlas bindings. I suppose main reason for bad unwrapping is a packOptions.blockAlign set to true. It's producing...