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@bvonline Yes, the asset still works fine in latest Unity versions. It is meant for static meshes however and won't out of the box give you...
Hey, don't be snappy :p From the logs it looks like it breaks at the point where, after removing the cursor again, it displays the progress bar...
Currently preventing --nographics builds for our project after adding a custom mouse cursor via Player Settings, Unity 2021.1.12f1.
Mercator is using the legacy render pipeline and won't be updated to SRP - sorry. Please request a refund if that doesn't fit your needs.
I, too, am stuck on Addressables 1.16.19. Newer versions are not shown. I have pre-release packages enabled, but it shouldn't even matter as there...
Hi there, I'm looking for a way to display a sprite, say an uncaptioned button, and then but some additional text on top of it to e.g. display...
Greetings, is there a way to set a minimum line width or any other parameter, so that word wrapping happens earlier instead of having a tiny line...
We're not seeing the crash anymore after updating to Unity 2021.1.12f1 / SpriteShape 6.0.1, thanks @Venkify et al.!
Be aware that Decalicious works with Deferred Shading and the Build-In / Legacy Render Pipeline only. 2020 should not be a problem.
Why do you hate me, Unity?
@Venkify Please gimme the latest. Is the fix published already? Do I need to upgrade to a specific Unity version to enjoy it? // EDIT: Still...
No worries @Venkify, and thanks for letting me know. That's great to hear, thanks for taking care of it!
@Venkify The reduced texture width fixes it, with the full width it's still happening to me in 5.1.1 and 6.0.0-pre2. Any update? :)
Here is the respective issue in Unity's tracker:...
+1 // Edit: To elaborate, storing the Address on an Instance (something that you created through Instantiate from a Prefab you loaded via...
Yep, and each OneShot should increase the reference count by one and decrease it when it's done playing. I'd definitely expect this to happen...
Can you believe it? [RequireComponent(typeof(AudioSource))] public class GlobalAudio : MonoBehaviour { [SerializeField] private AudioSource...
The issue is that PlayOneShot does not count as a reference to the AudioClip. If the last Unity Object that holds a reference to the Clip is...
Thanks @bakioztepe, that's good to hear - maybe I'm just doing something stupid. I'll double-check.
In my main menu scene, I have both the AudioListener and an AudioSource on the same GameObject, set to DontDestroyOnLoad. When I start the game...