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I actually just did this, so I think I have a very good example: // I want to only have to add this script to the GameObject public class Door :...
Assembly Definitions has an "auto referenced" checkbox which makes it possible to reference them from code that's not in assembly definitions -...
We have a global bool, QuitChecker.IsQuitting, which we set to false on enter play mode and set to true when the event Application.quitting is...
I have some colliders that I want to push some objects they're in contact with, but not all of them (in particular, not the player). If I give...
I looked at the versions, and the best match I could find was this one from .22: Serialization: Avoid error when opening a Prefab with an...
Udpate: this is fixed in in 2020.3.24f1, and is still present in 2020.3.20f1, so it got fixed somewhere in the meantime.
It for sure has something to do with width: [ATTACH] That's set in code, as I wrote: // alignedFieldUssClassName is "unity-base-field__aligned"...
Silly, I forgot that all of this is available in the source. So what's happening is simply that BaseField subscribes to GeometryChangedEvent and...
As documented on this page, under "Align a PropertyField with other fields in an Inspector window", By default, PropertyFields are created with...
You're right, of course. This: var type = typeof(int); do { Debug.Log(type.FullName); type = type.BaseType; } while (type != null);...
System.Object is not the base type of System.Int32, as it's a struct, so it's not going to be included in...
You mean if an index got selected, and then the user scrolled so the element for that index got scrolled out of view? Or if the user just set the...
That's strange, then! It could be that your windows have some kind of broken state, in that case selecting Layout->Default here has a tendency to...
I bet you didn't think this would be one of the hardest part when you sat down to write Black Box, did you?
You should be able to toggle it in the overlay menu if you have a camera selected.
I'm drawing the SerializedReferences manually by creating a drawer in a pretty boring way - I just iterate all of the properties and create...
Yeah, the code snippet you posted is perfect. I seem to get the exact same values on my test script and on a Rigidbody2D if I do this: using...
Thanks for the input! Those matrices are 2D Physics -> Transform, while I need the other way around, ie "if I added a Rigidbody2D to this...
When you add a Rigidbody2D to a GameObject, and rotate the transform at edit time or runtime, the Rigidbody2D updates it's .rotation value to...
Up front - I don't know if this is a bug, or just bad error messages. Looking for information about that! So, I'm running into error messages...