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New update available on the store. v1.1.0 Removed ads and obsolete api calls Improved noise generation, better normalized values from perlin...
Well, if you say its already optimized and does a check on changes before doing its thing then its okay for me. I never stress-tested in a crowded...
You may be right, but my use case is slightly different. This is an editor tool and this tool doesnt know if its a rigidbody or a static collider...
new update available: * Forced ads and obsolete api calls removed.
Currently this syncs all rigidbody and colliders in scene in one call. Can we have a Physics.SyncTransform(Transform theChoosenOne) or is it there...
Thats an awesome example, and it does help. Is there something smiliar for the Project changes as well?
My first option was custom editors but it was a real trouble, but holy cow, i didnt know ObjectChangeEvents exists and that gives alot of new...
Hello, Well, actually i have classes D,E,F...etc which inherits from A,B depending on the context, so this seems the only option for my other...
Classes A and B has updates for editor use only. C should update for the real game and the base updates in editor build only. Is there a better...
Can we have an option to use scaledTime/unscaledTime in editor scene views? Not that it is an absolutely must, but when we do some speedy effects,...
To answer my own questions: 1- No, the decoding has changed. So, you need to re-compile pre-2022 versions of your webgl things if you want to use...
Things changed with the templates, no configuration json anymore and the config is just a variable in a script now. Also no unityloader.js...
I get the following message just for installing 5.0.4 package None of the erosion types work, they just smooth the terrain which is the only...
Just submitted the new v2.1 to the store, it will take a few days until its approved. This new 2.1 is a major overhaul of everything, package is...
This is for a spherical thing and the only known variable is the up vector, anyways solved the problem.
nevermind, solved. using System.Collections; using System.Collections.Generic; using UnityEngine; namespace TOZ { public class Test2 :...
I dont want to use transform.forward, its just there to show the difference. i need to do the same axis alignment with quaternions with individual...