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In the editor, subscribe to SceneView.onSceneGUIDelegate/SceneView.duringSceneGui. It is called after OnSceneGUI and OnToolGUI, meaning it will...
Example code that draws a line on top of the top of a BoxCollider2D in a custom editor: using UnityEngine; using UnityEditor;...
If I use SpriteAtlas.GetSprites() and then call Sprite.textureRect on one of the sprites it gives the sprite's location in the original texture,...
If you look at the Unity roadmap for 2019.3.0 "Polymorphic Serialization" is there which means they will have fixed the serialization system at...
@huulong Yes, your observations and concerns are valid. This is a hack. To my knowledge, this is about as good as it's going to get without being...
I have replaced the files in my original post to use the namespaces required in EnumActionAttribute.cs as mentioned by @AdamBL and @samuelchou I...
I see. I don't think I need anything as fancy as Unity's standard shader actually. Sprite Lamp uses a simple Phong with some extra things. I think...
What do you mean by Lambert?
Thanks, I can see stuff like DisneyDiffuse is in there. Looks good although might be a bit overkill for 2D diffuse + specular lighting considering...
Thanks for the answer. I do know what you mean by basic phong and I first thought that was what Unity was using, or some variation at least. But I...
I'm trying to implement 2D Dynamic Sprite Lighting with normals and specularity as described in this tutorial:...
People think this is really easy to fix, but the problem lies deeper and this is one of the symptoms. The problem is Unity's God-awful...
That is a bug regarding the type field, it wasn't checking whether or not it was the currently selected control, so it just threw the error every...
Thank you for purchasing this asset and for bringing this to my attention. Under "Playersettings" change "Api Compatability Level" from ".NET 2.0...
Have you ever been in a situation where you wanted to display properties, dictionaries or polymorphic types in the inspector and then wasted tons...
Serialization of polymorphic data types, generics, and properties have always been a problem with the unity serializer. I have a pretty good idea...
In my game I want the player and enemies to interact with the environment (stand on ground and stuff), but I want the player to be able to go...
I'm pretty sure that just clamps the point within the axis-aligned bounds. Doesn't help much if the gameobject the collider is attached to is...
That is not the 2D version of Collider.ClosestPointOnBounds. I need to check if two 2D colliders intersect after having used...
What is the 2D version of Collider.ClosestPointOnBounds? It's for a Collider2D intersection check, basically a 2D version of this:...