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I am trying to move from 2021.1.28 to 2021.2.5. Everything seem to work well except the mouse-move detection seems very laggy... as if it's not...
Anyone?
Does anyone have any idea how to fix the following. I'm running 2021.1.7 and this happens when I try to build my project on Windows. Exception:...
An update for anyone else struggling with this. I have everything working now. (Thanks @eduardooriz) After a lot of tinkering I found that...
Hmmm. Ok, I'll try again on my end and report back. Thanks for taking the time to look at this. Oh, and to be clear. You think this should be...
Here is a l link to the sample project I sent with my Unity Bug Report. This is a simple URP project with 2D Renderer. (Unity 2021.1.b11) It has...
My current setup seems to be very similar to yours and I feel like it is setup correctly. I have checked and double checked everything many...
Thanks @eduardooriz. Currently I can't see your image.
FYI, I created a bug report for this issue and attached a very simple project that shows the issue. Find it here:...
@eduardooriz Is there a downloadable sample of what is shown in the video? I really want to get this working but just can't figure out what I'm...
I tried it checked and unchecked and every other way I could think of. :) It just doesn't seem to be picking up the _CameraSortingLayerTexure. I...
I tried it checked and unchecked and every other way I could think of. :) It just doesn't seem to be picking up the _CameraSortingLayerTexure....
As a small side-note to my previous post, it appears there is a typo in the in-line help for Camera Sorting Texture. Note how in the image...
Hey all. I really liked this video. I am trying to recreate the Water Distortion effect using CameraSortingLayerTexture, but I'm having some...
Hello, based on the following Unity Video: [MEDIA] (At around 20:25) I'm trying to create the 2d water distortion affect using...
Cache Geometry does not behave correctly when set on a Prefab. I created a prefab for my SpriteShapeController. On that prefab, I set "Cache...
Is it possible, within a custom editor script, to get the currently selected nodes of the SpriteShape spline?
Is it possible to have a gradient fill on a sprite shape. Either out of the box or using custom shaders?
Bumping this for @luispedrofonseca Not sure you saw this, but would love a fix in future version so I don't have to use my own logic.
Hmmm... I also think this logic does not quite work: _transform.localPosition = newPos; CameraTargetPosition = newPos;...