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.
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In the Ray Design Agents documentation the Ray Perception parameter Ray Layer Mask
is not mentioned. I am a bit confused about what does it do and if it interacts with the Detectable Tags
parameter.

https://docs.unity3d.com/540/Documentati
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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
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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
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.
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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?