A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
To be a bit more clear, the camera stacking feature as described should do what we needed once it's in. That is, it would allow us to have a...
FWIW, this exact determination was made at my job just last Friday. We considered URP to start a new project with, but knowing we weren't going to...
I meant more the "PlayerPrefs.DeleteAll()" during asset importing causing the import iteration loop; I misunderstood your previous post, thinking...
Is this documented anywhere? I assume the issue is using PlayerPrefs from within OnValidate functions etc?
There is a mode setting for the Polybrush mesh script, it gives you a choice between something like "Override Mesh" vs "Add Streams". Make sure...
To clarify this a little, `System.IO.*` stuff can be used on MacOS. But, as you noted, the paths are not the same, so you won't be able to save to...
Looking in the Assembly Browser on Visual Studio for Mac, most of the Mathf class, including Mathf.Lerp, is implemented entirely on the C# side,...
Sounds like you answered your own question - I would guess that Wwise is what needs the redistributable, not Unity. From the Wwise...
Also, it requires you to have the respective apps installed on your computer. So if you were collaborating with someone and they don't have...
Might be a thing where the source of the copy paste was inserting weird stuff, like control characters etc.
I think the render pipelines would be the optimal way to solve this (where you would explicitly be coding what you wanted rendered by however many...
Same, came to post exactly this. At work we have a variety of projects on-disk at any given time; all in different parent folders for branches,...
Not sure if it applies to all hardware, but at least on some, the one giant triangle rasterizes faster due to the way GPU memory caching works....
I don't know if it'll fix this specific issue, but I've had problems in the past when using asset bundles that contained meshes with compression...
You'll still need to reference the 'forwarding' DLLs, which sit one level above that folder, inside the "Managed" folder:...
Yes, that option only applies if you're on a Hi-DPI screen of some kind. It basically means "render the game view at 1:1 with the pixel density of...
IIRC the validation helps to catch some of the trickier "it works in the editor but not on-device" bugs. As an example, a problem I ran into a few...
I saw a note about it in the 2018.3 beta patch patch notes: After updating to Mojave at work, I noticed that the performance was really bad in...
Assuming it isn't that update issue - If you're on Mojave, try turning off "Metal API Validation" in the player build settings. In Mojave, the...
You can use the C# preprocessor directive to turn the warning off: // Tells the compiler to disable this particular warning #pragma warning...