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after getting a response from my bug report, it is a known third party issue:...
I just verified that this issue with the reversed Start/Select input still occurs on version 2022.3.16. It happens on a Windows build running on...
I ran into a similar problem. In my case, two actions in two separate action maps were being triggered by a single key press if the following...
I had a similar problem and found example 20 - Input Field with Scrollbar included in the TMP Examples & Extras to solve it, as noted in...
If killing the process doesn't work, I introduce a bug in a script within the project. It causes it to load Unity in safe mode. Then I remove the...
I often need to load and unload scenes additively when working in the editor. I have to right-click them and Load or Unload. I noticed that double...
I am also looking for a way to control volume through this. Here is the AudioUtil class, and it doesn't look like there is a way.
This seems to work for me, thanks! Here's the code I used to load a scene if it wasn't already loaded. [SerializeField] private AssetReference...
Thanks, this helped me in my case because the default value of 0 for my float variable was not something the value would ever be set to, so I...
If you don't want to expose a boolean to the user, I found you can create a custom function node that checks that the dimensions of a given...
I'm getting an error after upgrading from Unity version 2019.3.7 to 2019.3.9. When I try to open an AI asset I am asked if I want to use the...
Thanks, this solved my issue as well.
Adding to this, you can use the Frame function if you want to frame a bounds instead of what is selected. public void FocusPosition (Vector3 pos)...
This worked. Thank you for the help!
I'm having a bit of a problem with Sectr Stream with real time global illumination. I have a scene with a number of sectors. I import all of the...
I solved this problem and avoided double prefabs by creating a singleton in which I dragged in the prefab references to all of the prefabs...
This fixed my issue. To clarify, I went to NVIDIA Control panel -> Manage 3D Settings -> Power management mode. I changed it from "Adaptive" to...