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I'm having the same issue. I tried multiple versions and I noticed it started happening in Addressables 1.8.3, "The type or namespace name...
This situation is both sad, depressing and really aggravating to me and everyone in our team. I remember the old times Unity used to be pretty...
Yeah I thought of that, but I'd need to get the sprite frame the particle was at when it collided so I can use it when I spawn in the new dummy...
Hi all, we have a "bush-hit" particle system that plays when a bush is hit. It uses a texture sheet animation with FPS time mode to animate the...
After playing around with it a bit, it seems that it works if you set the UI Environment option (under Edit/Project Settings/Editor) to a custom...
It's pretty messed up that they consider this a 'low priority bug'...
@JuliusJ Submitted, Case 1202907
Hi, so after updating to Unity 2019 (tested with 1.14f1 and 2.7f2) all our projects that were using Unity UI broke. Basically the way we do our...
Hi all, So I'm writing a 2d debug primitives renderer for runtime debug viewing (Lines, circles, quads etc) I can't figure out for the life of...
Try running in packed mode in the editor (not virtual or fast mode), should simulate the same loading that you get in build.
@Martin_Gonzalez We build with addressables, I can't see any related flag in the generated build report (using Build Report Tool). You might have...
Here's my build basically. public static void Build(bool IsDebug) { Debug.Log("Build started: " + (IsDebug?"DEBUG":"RELEASE"));...
Yeah I have a simple function I run via MenuItem in editor to run my build. Doesn't do anything crazy just BuildPipeline.BuildPlayer. I can post...
@AnomalusUndrdog same error it seems. I tried logging that BuildFilePath, I get two logs. First log points to an older build location, second log...
Hi @AnomalusUndrdog, I'm getting a ArgumentException at the point of generating the report. ArgumentException: Invalid path...
Not yet, I'd have to talk to our artist about it. He did all the animations. Adding this Avatar Mask asset, it looks like it needs an Avatar...
I also just tried ditching the mixer all together and connecting the clip nodes directly to the output. I create all the clip nodes in the graph,...
@Kybernetik so I literally boiled it down to using 1 connection now and it's still writing defaults... I also tried keeping the mixer with all...
@Kybernetik I thought I saw it in that SimpleAnimation that they were turning m_Animator on/off as its needed but looking at their source code...
Greetings, so I wrote this simple animator with the Playable/graph API (simple, no crossfade etc, intended for 2D). Every time I transition to an...