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How would I do that? Is it an event handler on which I have to associate a function? like "LocalizationSettings.LocaleChanged += myFunctionCall;" ?
- So far, I am not passing the locale to the preview scene, so default gets used (French in project's current state) - My scriptable objects store...
I am making a deckbuilder game with a pretty big number of cards, so one of my priorities was to create tools for data entry. I used Odin...
Ok, I managed to solve the issue. I had to put EVERYTHING related to the editor (including "using" statements at start of files) inside "#if UNITY...
OK. ...So it probably has to do with theOdin Inspector stuff I put in my project, as a lot of it is within "if UNITY EDITOR" conditions. But here...
No, I can run the "game" (which really is a very basic demo scene displaying one card) just fine. No errors, no warnings. "GluonGui" is not my...
Ok. After switching to "default fast mode", things are displaying right in editor. But I'll definitely have a problem for actual build if I can't...
Well... transparent text doesn't work. It might be a more recent change, but now color of text also affects sprites. ...Even when setting another...
I have these scriptable objects that describe Cards for my deckbuilder game. I use Odin inspector to create custom editor for them and be able to...
Unexplored territory? ...I'm a bit amazed noone tried something like this since almost a decade of Unity being pretty popular and with TMPro...
Thanks for answering and giving some attention to my problem! Here's what it's supposed to look like : [ATTACH] The weirdest part is that this...
Bumping. My project really needs this feature. I even bought the font for it because it seemingly worked so well before :( The letters and in-text...
I work on my game by developing packages/Assemblies in separate projects, and them fusing them together, meaning to improve the re-usability of my...
I'm kind of surprised to hear you say you get text in previews... unless maybe the parent objects must be 3D/meshes? In my case, it's sprites....
Yeah, but that preview doesn't show the text... so in my case this isn't very useful. I wonder if the cause is the fact that TextMeshPro relies...
Hi, thanks for suggesting something, but this didn't work. When the Gameobject only has a TextMeshPro, there's not even a preview of the prefab,...
When creating a prefab with textMeshpro, the text can not be seen in the preview that appears in the asset folder. It also can't appear on...
Okay! I managed to make it work! Had to extrapolate what you said a bit with the documentation, but you definitely set me up on the right track....
Sorry, but I can't figure it out staring from this page... I managed to find this example in the documentation which seems to carry the general...
I am working on editor scripts with the "Odin Serializer" asset. My end goal is to obfuscate the whole "localization tables" thing from the people...