Thomas Ingram
Thomas Ingram
I'm unsure whether this thread constitutes a request to have Rider understand if runtime assemblies are referencing UnityEditor code, and suggest an preprocessor define. It's mentioned very early here, and...
This is a fairly old issue, but the above code is completely fine with UnityEngine.Object types. A ternary statement is just a fancy-looking if statement. It's not related to any...
I fixed the issue by replacing `OutlineColor.URP` with a plain white unlit shader made in Shader Graph.
perhaps just controls that clamp the preview-pivot to the preview cube's bounds. Middle-mouse to pan in camera-XY-space.
I'm fairly certain you can use prefabs to achieve much of this... Ie. The window example, just prefab the window geo and subtraction and then modifications will ripple across all...
I'm not certain - but if you're serializing these states in an EditorWindow seeing as that inherits from ScriptableObject you can probably register an Undo on it in the usual...
If the assets are not discovered by their path a AssetDatabase.GenerateUniqueAssetPath or two should do it, but I'll let someone who knows better than me to make the changes :)
Decals are present in the HD Render pipeline, and are often implemented in deferred with the use of Command Buffers a-la https://docs.unity3d.com/Manual/GraphicsCommandBuffers.html But yeah, it'd be good to have a...
I have a comment on the assetdatabase.find page that specifies if you include "Assets" and "Packages" as your search terms you can find in both. They changed the search to...
They did it on purpose now there's a filter on project search. I've got one bug reported about having no filters on object fields search, but it may have been...