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Nobody has any idea? (Edited thread title to be more specific.)
I've got a project here that's been building successfully for years, but today when I went to build it, I got this error: Building...
Yes. Type "man say" in Terminal for details.
I wonder if this also accounts for an incorrect ray from ScreenPointToRay? [ATTACH] You can see in the Game Camera window that the actual camera...
I would expect it to work with any number of tiles. But you may need to tinker with the PixelSurface code to get it to properly divide up and...
Thanks @SynapticBytes! There has indeed been a lot going on with MiniScript, though I haven't been super active about updating this thread. So...
Oh, perhaps this is relevant: I have what Apple calls "Natural scrolling" (but they should have called "backwards scrolling") turned off in the...
I have a ScrollRect (in Unity 2021.3.25f1) with Scroll Sensitivity set to 30, testing on MacOS and using the 2-finger gesture on the trackpad to...
OK, thanks guys. I think I'm probably going to give up on vsyncing, and just set targetFrameRate to 60. Since you wondered: this is for Mini...
The differences in behavior on the different levels should be in the data of your scripts, not the code. The easiest way to do this is to declare...
QualitySettings.vSyncCount will set how many vertical syncs will correspond to one Unity update. That's great. So how do I use this to get an...
EUREKA! From poking around in the TMP_InputField source code, I found this line: EventSystem.current.currentInputModule.input.imeCompositionMode...
Another interesting observation — onTextInput works correctly if an InputField also has the focus. I was curious whether the problem also...
OK. My simple test project, which was still open in another copy of Unity (same version), is still showing correct output. The code is simple:...
Well, frick. I take it back; that doesn't reliably solve it either. It solved it at first, but now that I've done some more (unrelated) coding,...
Well, just to close the loop on this, I'm giving up on OnGUI KeyDown events — they appear to have decayed, and it seems nobody at Unity cares...
Well this is interesting — testing again today, it is failing in the editor as well as in a build. (Tested in both 2021.3.25f1 and 2022.3.4f1.)...
As it happens, I just did this today in another project, and it worked. I didn't even have to hack the Sprite Asset file; the Sprite Character...
I've got a Unity app that accepts text input via KeyDown events (in OnGUI). In Mac builds only, this fails to properly receive accented characters...
Yes — I started a project like this myself once; you can do it using a Canvas, a bunch of Image objects, and a whole lot of code. But it's a big...