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I'm having this same issue right now. Did you find a solution?
It must be a bug for sure, but has it been reported yet?
That link is malicious
After a lot of experimentation, I've found that if I populate both the background field and scaledBackground fields, the style (or rather, its...
Update: If I do the following, I will successfully be drawing a text area with two different GUIStyles. if (Event.current.type ==...
I have tried a lot of things to draw a text area with a custom skin, but I can't seem to use a custom style correctly. The following two calls...
One error that I have encountered before was that explorer was showing .upmconfig.toml but in reality it was .upmconfig.toml.txt for some messed...
Did anyone find a definitive answer in the end? Edit: found it, it's officially supported now...
@SeventhString I've been doing that for a decade. This post is two years old. The bug was opened and closed back in 2021, the ticket # is 1322096....
Nope, we're still overriding a lot of classes, so that 'mouse hover' can be a thing.
Aha, now I've understood your problem, at least :) Before the UI Toolkit propertydrawers became default, this is what I used as editor base...
SerializedProperty is not a UI Toolkit thing, it's unitys internal serialization. To get a hold of the label you have there you need to load it...
CreatePropertyGUI and OnGUI are alternatives. The first one works with UI Toolkit, the second one works with IMGUI. I don't see why you would want...
I found my way. My shader is now based on the urp example and the stencil buffer:...
And this won't cut a hole in other transparent and opaque materials?
I'm trying to create/find a shader where some transparent elements, placed on top of each other, will not mix together. The result should still be...
Example: How do I check that the path <Gamepad>/{Submit} matches <DualShockGamepad>/buttonSouth. It seems to me that InputControlPath.Matches()...
I know these things. There is no shortage of workarounds. I'm going to update the title, so that people will understand that this is a feature...
When you call new GameObject with type arguments for components, the execution order will be ignored, but yes, with the extra script, the game...
Light settings change ActiveSceneChanged is called With builtin navigation, the navmesh changes