Unity
Unity is a game development platform used to build high-quality 3D/2D games that can deployed across mobile, desktop, VR/AR, consoles, or the web.
Here are 9,751 public repositories matching this topic...
The documentation of the Yaml config parameters is missing an explanatory entry for the optional learning_rate_schedule property, described more here.
(Sorry, not a bug, but didn't find a b
Great tutorial! It clears up a lot of my questions about various effects.
Minor complaint: Focal length is size of the lens. Focal distance is the distance between the camera and the focal point.
Hi,
I think I may have stumbled upon a bug.
With the value to set 'Cart' it shows 'Gear' in the drawer, this happens consistently throughout all other values
<img width="411" alt="image" src="https://user-images.githubusercontent.com/20213078/4796
Just a minor thing but I thought I notify you.
Please also mention the support status of Unity 2017.x in README.
https://github.com/neuecc/UniRx/blob/master/README.md
https://github.com/neuecc/UniRx/blob/master/Assets/Plugins/UniRx/ReadMe.txt
-
Updated
Oct 18, 2018 - CSS
-
Updated
Apr 8, 2020
Describe the issue
As discussed in #7474 I'd like to add another topic here, that may be worth looking at to improve documentation. I ran into this recently.
IMixedRealityService defines Enable() and Disable(). For me and other devs with Unity background this does suggest, that a disabled service will not receive Update() etc. event calls when disabled. In fact, executing `Disable
What happened?
The following effects from the image effects stack to not have a corresponding effect in the post-processing stack.
-
Blur: Straight gaussian blur of viewport.
https://docs.unity3d.com/540/Documentation/Manual/script-BlurOptimized.html -
Color Correction*: Programatic Color correction other than LUTs (e.g. Depth based )
https://docs.unity3d.com/540/Documentati
Describe the bug
The Unity usage example assumes that user has Rantionary.rpkg file in assets/resources folder but there is no step by step information on how to import those and from what source.
The Rant3.zip from github doesn't contain said file.
To Reproduce
Steps to reproduce the behavior:
- Follow the Running in Unity tutorial
- Run the example in Unity
- See the erro
-
Updated
Apr 13, 2020 - C#
-
Updated
Jan 27, 2020 - C#
-
Updated
Mar 30, 2020 - C++
-
Updated
Apr 13, 2020 - C++
-
Updated
Feb 6, 2020
-
Updated
Dec 31, 2019 - C#
This:
using ZeroFormatter;
namespace ZfcHint
{
[ZeroFormattable]
public class TypeHint
{
// zfc analyzes UnityEngine.Vector3[] type and register it.
[Index(0)]
public UnityEngine.Vector3[] Hint1;
}
}
Produces:
Unhandled Exception: System.Exception: Public property's accessor must be virtual. TypeHint.Hint1.
Also tes
-
Updated
Apr 12, 2020 - C#
-
Updated
Nov 2, 2019 - C#
-
Updated
Apr 12, 2020 - ShaderLab
public SomeType MyMethod()
{
throw NotImplementedException()
}
This method ends in dead code which may cause System.InvalidProgramException: Common Language Runtime detected an invalid program.
This was discussed on the discord server and the (github) issue serves as a tracking item for updating the docs with possible workarounds (finalizer, transpiler).
When typing to filter the displayed deformers in the Creator window, it would be nice to be able to press the down arrow key to select the next element in the list and up for the previous. Pressing enter would be the equivalent of clicking the selected button.
This is a starting list of the user guides that we should probably have at a minimum. Some of them have already started to be fleshed out, others need starting. This isn't exhaustive, if you see something missing, feel free to add it to the list.
The user guides are currently in the https://github.com/github-for-unity/Unity/tree/master/docs/using folder. If you want to work on a doc, just add a
Hi there! First issue here, huge fan of this library.
I noticed that the Spacer class is missing from this library. Is there a particular reason?
It seems that would be a relatively simple implementation and the topic has already been brought up previously.
Documentation
-
Updated
Jul 19, 2019 - C
Created by Unity Technologies
- Organization
- Unity-Technologies
- Website
- unity3d.com

I'd suggest renaming
CSharpDecompiler.DecompileWholeModuleAsSingleFile()toDecompileWholeModuleAsSingleSyntaxTree()as in my understanding it's not really doing anything with a single file. The documentation on the method reinforces this: "Decompiles the whole module into a single syntax tree.".Am I missing something?