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Hi everybody! I noticed there's a bunch of new questions in here, so I'd like to remind everyone that we are no longer answering questions in...
Hi @SergeyGorbunov, Yes, this is an issue with the TableList drawer currently. Basically, the TableList drawer constrains itself to the available...
I would guess be that the scene is not actually changed, but just marked as dirty. Marking the scene as dirty means that Unity will think there...
Have you upgraded to Odin Inspector 2.0 yet? This version was released yesterday and should contain the fix for this issue. You can see the...
This is definitely a bug. We'll be sure to have a fix for this soon.
Currently, we don't really have a way to validate assets directly, but if you have any prefab fields you can use the InlineEditor attribute, which...
I've been working on the Path attribute, and here it is in its current form. The mentioned Path attribute is now split up in two attributes...
Hi, Froghuto I'm currently working on extending all attributes which contains some sort of title string, so that if you add a $ as the first...
The issue is not the data in the vertex buffer (and if you check my own reply above, the issue is not actually the vertex buffer at all, but just...
_VertexBuffer.GetDimensions(triangles, stride); Well just maybe - MAYBE - if I got the size of the indices buffer, instead of the vertex buffer I...
Hi, I've written a fairly simple compute shader that iterates through a some mesh data to build a distance field around it. It works pretty well,...