Which is why it's often not that hard to replace the builtin layout groups with something that works better - if what you're solving is a specific, well-defined layout.
Which is why it's often not that hard to replace the builtin layout groups with something that works better - if what you're solving is a specific, well-defined layout.
Open() unless opened or locked
Horrendously slow language to compile, but it had some neat ideas.
Open() unless opened or locked
Horrendously slow language to compile, but it had some neat ideas.
Depends on what you mean, after all there's no way to know if a field has null in it because the user wanted null there or if they just didn't assign a thing!
But yeah Unity creating a non-null object in your null fields so it can MissingReferenceException is uuuuuuugh
Depends on what you mean, after all there's no way to know if a field has null in it because the user wanted null there or if they just didn't assign a thing!
But yeah Unity creating a non-null object in your null fields so it can MissingReferenceException is uuuuuuugh
So separating them would probably be a big improvement
So separating them would probably be a big improvement
"If everything is actually *the same thing*, then it'll be super generic and simple and reusable and you can compose everything with it"
"If everything is actually *the same thing*, then it'll be super generic and simple and reusable and you can compose everything with it"
If you targeted 2021 LTS, and you don't have an enterprise license, you just don't update to any 2021 version released after the "free" LTS period ended. In this case 2021.3.45.
So all you have to do is to not update to an xLTS marked minor version.
If you targeted 2021 LTS, and you don't have an enterprise license, you just don't update to any 2021 version released after the "free" LTS period ended. In this case 2021.3.45.
So all you have to do is to not update to an xLTS marked minor version.
They're just bad at UX.
They're just bad at UX.
I have zero problems believing that the Unity Hub has a fuckup that breaks something, that is pretty par for the course for the Hub.
I have zero problems believing that the Unity Hub has a fuckup that breaks something, that is pretty par for the course for the Hub.
Or do you mean that if you download it and open the project, it changes the version and reimports before telling you that you can't open it?
Or do you mean that if you download it and open the project, it changes the version and reimports before telling you that you can't open it?
I think the problem is that this label doesn't indicate "Enterprise/Industry only" unless you hover it (at unity.com/releases/edi...)
I think the problem is that this label doesn't indicate "Enterprise/Industry only" unless you hover it (at unity.com/releases/edi...)
+ your sound folks need to install Blender now to test the sounds they're making.
+ your sound folks need to install Blender now to test the sounds they're making.
The online event where we'll be presenting the latest news, physical announcements and surprises!
20 games, 12 BRAND-NEW exclusive announcements!
📆 Thursday, 6th March
⏰ 6 pm CET / 9 am PT
🌐 YouTube & Twitch
See you soon!
The online event where we'll be presenting the latest news, physical announcements and surprises!
20 games, 12 BRAND-NEW exclusive announcements!
📆 Thursday, 6th March
⏰ 6 pm CET / 9 am PT
🌐 YouTube & Twitch
See you soon!
So there's two mappings,
keybind -> physical key
physical key -> name of key
And Unity has smoshed those together into one function here, and it assumes that the keyboard language and the name of the key matches. Which it does for "Z", but not for "space bar" or "backspace".
So there's two mappings,
keybind -> physical key
physical key -> name of key
And Unity has smoshed those together into one function here, and it assumes that the keyboard language and the name of the key matches. Which it does for "Z", but not for "space bar" or "backspace".