Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
You can create, add, or join projects from the Unity Hub, if they are using Unity Version Control. By the end of this tutorial, you’ll be able to do the following: Use the Unity Hub and enable Unity Version Control for your new projects Invite new team
using UnityEditor; using System.IO; using UnityEngine; public class JC_Bundler: Editor { [MenuItem("Assets/Build AssetBundles")] static void BuildAllAssetBundles() { string path = Path.Combine(Application.streamingAssetsPath, JC_Bundles.Directory); if (!Directory.Exists(path)) { Directory.Creat...
In legacy pipeline, we can extend the pipeline by adding CommandBuffer to differentCameraEvents. As you can see these are legacy pipeline event names so this approach is not supported in SRP. But we are always free to edit the pipeline :). Update: we can make custom passes / use the av...
The Unity Manual helps you learn and use the Unity engine. With the Unity engine you can create 2D and 3D games, apps and experiences.
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
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” Scen...
Editor Application does not offer a public API to modify the Editor Layout. Cause The public API does not offer any method for changing the Editor Layout, however using Reflection it is possible to save and load layouts using the UnityEditor namespace. ...
Unity project that demonstrates how to use theKtxUnity package. You have to download theExample image filesseparately and extract them into theAssets/StreamingAssetsfolder (for runtime loading tests) and/orAssets/Textures/Demo(for Editor import). ...
If you need to test code in pre-defined assemblies, you can reference TestAssemblies from other assemblies. You must remove these tests after the test run so that Unity does not add them to the final Player build.To do this, in the Test Runner window choose Enable playmode tests ...