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Dear Unity team,
I really love the direction you're taking with that new UIElements experimental functionality for the editor. I noticed that `UIElements.VisualElement` belongs to `UnityEngine.Expe…
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**Context**
Currently, the logs coming from `v2.0-alpha` versions of the action are borderline unreadable -- there's just too much information. This makes it very difficult to trace down build erro…
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More of a question about the viability rather than a feature request. Is it possible to port the editing tools to work at runtime? Probably with some prefab to place in a scene that handles the editin…
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I hacked this by making SyncContextUtil.Install public and calling it in my tests SetUp method, but I don't know if there's a better way?
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I still use Odin in my project, and I later started using this attribute library as well: https://github.com/gasgiant/Markup-Attributes
Naughty seems great, and I like the Required and ValidateInpu…
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To build a runnable version I've tried to open the project in Unity and encountered a few problems:
* Opening with the runtime 2021.3.15f1 just fails, even "Safe Mode" won't work - I'm not familiar w…
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Original article: https://localjoost.github.io/Running-an-MRTK3-app-on-an-Android-Phone/
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to make the current code be presented
as custom package in unity:
[Create custom package](https://docs.unity3d.com/Manual/CustomPackages.html)
1. rename or put Scripts folder into Runtime
2.…
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I imported the MaxSdk plugin into my Unity project (21.3.15f1) , but it doesn't recognize the references in Visual Studio. I've already tried importing again (didnt work), and I've also tried importin…