Recently I've been working with Unity UI, and its event system. This system is seemingly user-friendly in the sense that components have event fields where we put scripts that will do the work. This is already off-standard (bad practice): the GUI button should not be bound to t...
HDRP Custom Pass differently controls how the Editor renders the objects in a Scene when using DX12 compared to DX11 - Dec 16, 2024 Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SeeThrough.unity” Scene ...
Cocos2D is a great framework, but sometimes it’s handy to implement some of your game with UIKit. For example, it’s often useful to design your main menu, settings pages, and the like with UIKit and just use Cocos2D for your main game logic. You also m
then Unity makes copies of the asset when building rather than sharing a single instance. For example, if you used a Material in a built-in scene and also used it in a Prefab located in a Resources folder, you would end up with two copies of that Material in your build -- even if ...
You have a built Scene bundle that is larger than expected and need to understand why it’s the size that it is. Cause Scenes in Unity are treated as a collection of serialized objects before they are put into a bundle. This means that, when the Scene is added to a bundle, it is ...
Mesh Particle Emitters are generally used when you need high control over where to emit particles.For example, when you want to create a flaming sword:Drag a Mesh into the Scene.Remove the Mesh Renderer by right-clicking on the Mesh Renderer’s Inspector title bar and choose Remove Component...
A Skybox is a 6-sided cube that is drawn behind all graphics in the game. Here are the steps to create one:Make 6 textures that correspond to each of the 6 sides of the skybox and put them into your project’s Assets folder. For each texture you need to change the wrap mode from...
Inside the script, you’ll need to change the type from aclassto aninterfaceand remove the default inheritance fromMonobehaviour. So that it looks like this: publicinterfaceIClickable{} Copy Then, in the body of the interface, declare any functions that you want to be included. ...
Describe the bug I used MRTK and deploy to Quest2. In my unity scene,MixedRealityToolkit—>Input—>Input Data Provider—>XR SDK Oculus Devices Manager—>Prefab reference—>Ovr Camera Rig Prefab, i filled it with OVRCameraRig prefab in Assets\...
This API mimics the window.postMessage() API. window.vuplex.postMessage({ type: 'greeting', message: 'Hello from JavaScript!' }); } The following C# demonstrates how to receive that message in Unity using the IWebView.MessageEmitted event: async void Start() { // Get a reference to ...