Andy

Results 44 comments of Andy

I get this error with the default compute shader template `DispatchComputeShader failed - bound pipeline does not have a compute shader`. Adding a new line to the very beginning of...

I fixed this by modifying the texture at `MoguriMain\StreamingAssets\Assets\Resources\Models\1\238\238_1.png` like this: ![238_1](https://github.com/user-attachments/assets/02884457-4443-40d6-8351-69180185628f) I think the top and bottom edges of the texture being transparent were causing the issue. ![fixed_texture](https://github.com/user-attachments/assets/eb250da4-b72b-4143-8249-3a4e8b15d6d3)

I left the editor open overnight a couple of times and came back to it using all my ram. Some of my other programs were crashing because there was no...

It's because of Windows scaling not being set to 100%. It happens to me if I set it to 125% too.

Use this fork instead: https://github.com/hartator/wayback-machine-downloader/issues/292

I think CanOpenMultipleAssets only works for separate windows, not dockable widgets. In the meantime, you can implement the behaviour you want manually. You can add the `[EditorForAssetType]` attribute to a...

Ah, I see, it's because of `[EditorForAssetType]` and `[EditorApp]` both being applied to the class. I just assumed it was a widget that you were opening from the view menu....

Actually I thought about it a little more and I think it's better to apply the `[EditorForAssetType]` onto a static method like I did for the widget. The code just...

Does the transform need to be locked or is it enough to just disable selecting the object within the scene like Unity? I would imagine you would want the later...

There is another issue with this I have discovered. The solution I posted above won't work. I wasn't expecting you to implement it but I thought it might help to...