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Yes, you have to use the navigation functionality. https://learn.unity.com/tutorial/ui-navigation-2019-3# When the UI element is focus, then you...
Amazing answer, everything worked as you said, thanks! By the way, what does this line do? Is it really necessary? "C:\Program Files\Microsoft...
Hi, I am trying to replicate the Unity behavior of "build and run" for Universal Windows Platform, to use in a pipeline. When you press the...
Hi, Batchmode commands like -buildLinux64Player -buildOSXUniversalPlayer -buildWindows64Player accept a pathname as a parameter, so you can...
It is difficult to know what is happening with the information you're giving. If I have to bet, I'd say that there's a not handled exception that...
I'm not sure what you mean but if you want to have a list that contains any type, and these types mixed together, try with object Public static...
RotateAround is not deprecated, it's deprecated that signature (RotateAround(Vector3 axis, float angle)) but you still have RotateAround(Vector3...
I created the variant by code and apparently it is working just fine GameObject objSource =(GameObject)PrefabUtility.InstantiatePrefab(source);...
I am trying to create a prefab variant of a prefab that it is inside a package, but the option Create is disabled. [ATTACH] I think this is...
Yes, I understand it and I don't have any issues with this because I understand how it works under the hood, but it can be tricky or hidden for...
Sorry, you're right, I didn't want to necropost. I just solved a very subtle bug related to this and I wanted to check the state of the...
Yes, that's why I think this should be deprecated, to have a consistent behavior in all the cases
I'd like to add to the discussion that, although == is overload, ??= isn't, so if you have a reference assignment like this UnityEngine.Object...
Probably Unity only loads extensions that it understands. Try with File.ReadAllBytes You could find this discussion pertinent...
I think your approach might be correct but the implementation can be indeed very expensive. Try to optimize the way you get the nearest point....
I think what you are searching is the Kabsch algorithm https://en.wikipedia.org/wiki/Kabsch_algorithm https://nghiaho.com/?page_id=671 It returns...
If you want to use strictly the core functionality, I recommend just use directly pythonnet. My system is built on top of it...
Toggling the exception on and off did the trick for me
Alan Zucconi explains a wather shader in his shader serie https://www.alanzucconi.com/2015/07/01/vertex-and-fragment-shaders-in-unity3d/
BTW yield return new WaitForSeconds(repeatInvokeTime) can be used to not overwhelm your app, but in your case, since your loop time is probably...