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So nobody...
I'm instantiating a prefab that calculates its own size depending on the context (basically the description text on it), because of some...
More broadly, I'm saving a configuration on my own PlayerState, and I need a more direct way to save Axis. For buttons, I can save the...
Is there a way to access axes by index or an enum the same way buttons are accessed? var button = Gamepad.current[GamepadButton.A].ReadValue();...
Nevermind.. found the issue on my stupid code. A moderator please delete this thread, I couldn't find a way to do it.
Thanks for the responses, I will see my way around implementing the field directly with EditorGUI.Vector2Field.
Thanks for the suggestion. So it is not possible then?
I have a script with this fields [Header("Clockwise vertices starting at top-left")] [SerializeField] private Vector2 corner1;...
Any comments? is this activable or part of the pro license?
I'm trying to use the UI profiler but the details are empty, the CPU profiler show all the information. Am I missing something?
I'm more interested in understanding why it is reset to 0 if the meta is newly generated. What that field means?
I made a script that moves around some atlases to enable/disable them in the editor and it works fine except that on the meta files for those...
I have perfect simulation on 2020 LTS! I didn't test that much and I will be on the lookout, but everything seems to be working correctly! Thank...
Yeah, I will test that if 2020 LTS upgrade is not an option. But good info because I remember doing something like Physics.bounceThreshold =...
So I could workaround the issue on 2018 LTS by re-setting that value when I create the local physics scene?
Good news, they answered that 2018 LTS is no longer supported, so I upgraded to 2019 LTS and the same issue, but 2020 LTS doesn't have it on the...
Cool cool, same code path but the bug then is probably around the global settings being different on both scenes (I still don't discard I'm...
I created a project with just this logic, here are some tests Test 1: The problem that I have, simulated physics have a different behaviour....
I could imagine both, same code path for Simulate() and global settings for all scenes, but thanks for confirming. I will try your suggestion...
Seems like a bug from Unity. Things I tried: Upgrading to unity 2019.4 LTS. Upgrading to unity 2020.3 LTS. However, another thing I tried was...