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I am changing some of my code from using CommandBuffer.DrawRenderer to use CommandBuffer.DrawMesh so I don't need Renderer components. I expected...
How can you set the enable instancing state of a material through code? EDIT: nevermind I was looking at the wrong assembly. Theres a Material...
What if the "Use Defaults" checkbox is checked? Where do you define the default render path?
In my situation I don't actually need projected deferred decals. Geometric deferred decals work fine so not having the depth buffer isn't a...
I'm having a related issue. I'm not using lightmaps so I can't make any remarks on how they interact with deferred decals, but I am having issues...
If anyone else has this problem I found a work around. Attaching a Graphic component (such as an Image component) to the GameObject with the...
There seems to be a bug in 5.2.0b5 that causes Layout components nested under a GameObject with a ScrollRect to be broken and not perform their...
I need to prevent a Windows (and Mac in the future) standalone build from keeping the computer awake and the monitor turned on while it has focus....
I am having this same issue in Unity 5 RC 3. OS is Windows 10 build 9926.
There doesn't seem to be an overflow feature for sprites and the Image UI component. This would be really useful for UI elements that have shadows...
It still persists for me in b18 and osx 10.10.1, and both standard video drivers, and NVIDIA Web Drivers. Sometimes its possible to get it to run...
I am getting consistently low frame rate when the editor is in play mode. I have created a new empty project and scene and the results are the...
It seems that for some reason when using Camera.SetTargetBuffers(RenderBuffer[] colorBuffers, RenderBuffer depthBuffer), only the first color...
I need a solution for drawing 3D mesh based UI elements in the new UI system. My first thought was to look at the way image graphics work, and i...
Id like to be able to completely enable/disable blending per material, similar to the way you can change the blendmode through properties now. I...
Looks pretty cool. Is this related to the "official" unity code editor you were working on?
Yeah thats a good idea. They seem to have changed some of the ConsoleWindow stuff in 4.1. I have fixed this and will upload a new version soon,...
Version 1.07 is now available. Here are the changes: Fixed issue with non-US keyboard inputs. Added realtime syntax error highlighting...
The first 2 exist but right now their binds are inversed. I guess I should switch them. Folder exclusions is a good idea, but currently doesn't...
I need to try using an invisible TextArea to catch most of the keyboard input (again), which should fix this. Its kinda hacky, but I dont see any...