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I'm having the same issue. I have not tried 2020, but I'm currently on 2019.3.10f1 and have been experiencing this for months. I took a sample...
This is genius! It worked perfectly and solved the problem!
That might have been the problem @rg_johnokane, I'm not sure. I created a new project cleaned up a bunch of junk i wasn't using and move all my...
Update: I tried to do the same thing in a repro project using just the bare minimum assets. [ATTACH] [ATTACH] I tried this from both a LWRP...
What version of Addressables are you using? I tried other built in shaders and am experiencing the same problem. How are you downloading the...
are you in Packed Play Mode? [ATTACH] When I run in Fast Mode & Virtual Mode it works fine. Also, I am not using a custom shader. I am using...
Hi, I am trying to setup bundles via Addressable assets. It is a requirement from Apple that we prompt users for additional asset downloads....
Thanks! I'll look into this, it gives me a direction at least. Sorry for the delayed response. I've been sick for the past few days and have...
I'll give some of those a whirl, I just did another test, and I don't think this has anything to do with the virtual joystick! It's a multi...
I have a silly problem. I have corgi engine + rewired. I am also using the touch controls integration. I'm on Unity 2019.6.f1. I've setup a...
I found a new solution for this problem. Unity is supposed to automatically disable this namespace when you install the Facebook SDK manually....
So I think I found a bug with the Animation Attack. In MecanimAttackState.cs you have it looking at the fullPathHash variable on line 44....
[attach] Introduction Here at SwapMob, we want to empower developers with the correct tools to get the most out of releasing their game...
This is the correct answer, I did a test case and I was having this very problem. What I had to do is propagate the OnMouseDown, OnMouseUp...
yes, the video is now out of date, that is no longer anything you have to do manually. I have updated the application to auto calculate those...
The initial prefab is not really intended to be your final product you use in your game. It is simply a quick way to see the result of your...
Hello, I wanted to introduce my new product that I've submitted to the Asset Store. It's called SKStudio (Sprite KeyFrame Studio). Have a...
When do you expect you will release version 1.1? Also, have a look at how we are using your SGT Toolkit. The white line is the path our ship...
Hey Darkcoder, Purchased your SGT toolkit the other day. It is quite amazing. Very useful, low overhead and is perfect for our game. We...
This looks interesting, and definitely a usable solution, if i can figure out how to apply their pseudo code examples. I feel as though I'm...