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Just because Unity thinks that vsync is on doesn't mean it's actually on. There are common situations where whatever setting Unity is trying to...
I figured out a workaround. The problem is that when you turn on a gamepad (or perhaps any device) after the game has started, it doesn't pair it...
The new Input system will only accept gamepad input if the gamepad in question was already turned on / plugged in before the game started. Once...
I figured out how to get simultaneous inputs working gracefully. You need to edit a control scheme and add all of your supported devices to it,...
It seems that with the new input system, regardless of any settings I've been able to find, any input from a gamepad will arbitrarily cancel any...
I managed to fix the issue by adding a CanvasRenderer component to the generated bars in EnergyBarUGUIBase's CreateChild function.
After upgrading to Unity 2020.1.0f1 I'm getting the following exception whenever an energybar is active: MissingComponentException: There is no...
The objects are all still there at that point. I tried making a test project with only NavMeshComponents, RealtimeCSG, and a cut down version of...
Debug.Log confirms that the objects are being collected for markup. And it's definitely not the same! With the old system I can mark any object...
There's no NavMesh anything above the Modifiers in the hierarchy. I'm using collider based, but I tried switching to render based and it didn't...
I've tried Modifiers, Modifier Volumes, marking the objects as navigation statics, not marking them as such, and all sorts of things I can't be...
When given a choice while determining the closest point on the navmesh to a given destination, NavmeshAgent seems to almost always choose the...
That fixes it, thanks!
I'm using the latest (as far as I know) github version. Edit: I'm able to reproduce it in an empty project with Unity 2019.2.13f1. Create a...
I'm talking about the generated mesh(es) that are used by the MeshRenderers, Colliders, etc. I've tried: the whole CSG model, the provisionally...
Is there no way to instantiate a prefab of a CSG mesh at runtime? No matter how I try to do it, they always lose the reference to the mesh unless...
Thanks. Is there a recommended way to determine when all clients are "ready? ie. player objects are registered with the server, all network...
Is there a universal way to tell whether code is running on a client or the server? The isServer and isClient properties of NetworkBehaviour are...
I checked and it's not set to pixel perfect. Anyway, I'm fairly certain this is not a rendering issue but rather a natural consequence of the way...
I've been playing with various settings trying to deal with the issue of energy bars moving in coarse looking steps in the case of values that...