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I have also an extended version (DebugExtension) that draw cones, cubes ect... Do I have to remove each line before build for release for...
thanks, tough that's a bit odd. I don't get how I can use this with all my scriptable objects that are ready in folders in editor. Do I need to...
Ok I did not read all here since its quite confusing but : I want to use scriptable objects as singleton with static reference initialized in...
I'm using Unity 2021.3.5f and I have this behaviour where childs trigger OnPointerEnter and OnPointerExit as if they were extending the parent...
I'm certainly going to do that, but for this time, I just want to know if it is ok to make a quick fix by you know what. I did a quick test, it...
I never needed this for now, so I will have to learn and then replace all, but for now that I need a quick fix for all my coroutines if possible,...
I can't cache them in my case, their length change all the time.
At one point in my game I have a lot of coroutines running. Garbage Collector work a lot and make frames freeze because a lot of instance of...
I just tested build player profiling with deep profiling for the first time and, yes it is very different. I can see that most of Allocs are from...
That because I don't know what to show first. I missed to check reusable collision callback, but after that I still have GC.Alloc at...
Its a physics game with a lot of OnCollisionEnter/Stay/Exit everywhere, and the physics needs to run at 200 physics update per seconde. The game...
hey there, In Unity 2021 I'm getting lot of gc.allocs in Physics.Contact and I'm not sure why. What should I look for ? [ATTACH]
So I have a prefab instantiated in a scene and a custom asset in a editor assets folder. (an instance of scriptable object) The prefab has a mono...
I made a editor tool that change gameobjects position for me. Unfortunately it doesn't record while record button is on in animation window. No...
Thanks for the tip, but I think it is not revelant in this situation because previewFurniture.Template.rotation is not a transform rotation, it's...
oh I missed that. I thought quaternion was initialised to quaternion identity. thanks
What could be wrong here ? rotation should not stay zero right ? Debug.Log(previewFurniture.Template.rotation); // output (0.00000,...
got it.[ATTACH]
So as the title says I'm trying to somehow recreate the Unity's picker color in my project. I dont use the Shader Graph quit often and I'm bad at...
ahah thanks that was that! I got confused with Application.PersitentDataPath and I thought there were the same.