Saved column layouts now have Personal and Project scopes.
Project layouts live in ProjectSettings/ — version-controlled, shared with the team.
Column header kebab (⋯) consolidates every column action in one menu.
#Unity3D #gamedev #indiedev
#UE5Tips #UnrealEngineMaterials #GlowFix #TechnicalArtist
i mean look at this
i mean look at this
#GameDev #IndieDev #IndieGame #UE5 #UE5Study
#GameDev #IndieDev #IndieGame #UE5 #UE5Study
Did you know that in Project Settings -> Editor
you can adjust how duplication (CMD+D/CTRL+D) of a GameObject or Prefab formats/increments the name?
Have a look 😀
#gamedev #unitytips
Did you know that in Project Settings -> Editor
you can adjust how duplication (CMD+D/CTRL+D) of a GameObject or Prefab formats/increments the name?
Have a look 😀
#gamedev #unitytips
You can make a basically empty project by making those directories and opening it in Unity. Which is even more empty than a new Unity project lol.
You can make a basically empty project by making those directories and opening it in Unity. Which is even more empty than a new Unity project lol.
これで復元できず。
完全バックアップは一年以上前のものしかない。
ダメもとでこれに最近の3つのフォルダーを上書きしたところ、なんとか戻りそう!
ちょっと落ち着いて一杯やってから再開してみる!
これで復元できず。
完全バックアップは一年以上前のものしかない。
ダメもとでこれに最近の3つのフォルダーを上書きしたところ、なんとか戻りそう!
ちょっと落ち着いて一杯やってから再開してみる!
Details + example code: support.unity.com/hc/en-us/art...
Details + example code: support.unity.com/hc/en-us/art...
docs.godotengine.org/en/stable/cl...
docs.godotengine.org/en/stable/cl...
Its easy enough if you know a bit of gdscript. Maybe not the thing to start with when you can't reproduce it tho.
Its easy enough if you know a bit of gdscript. Maybe not the thing to start with when you can't reproduce it tho.
copilotくんが言うには、Assets Packages ProjectSettingsの3つだけあれば、プロジェクトを再構築できるって言うんだよね
まだ半信半疑だけど確かにかなり容量減るなぁ
🤔ホントカナァ
copilotくんが言うには、Assets Packages ProjectSettingsの3つだけあれば、プロジェクトを再構築できるって言うんだよね
まだ半信半疑だけど確かにかなり容量減るなぁ
🤔ホントカナァ
The EditorInterface can add and remove autoloads, but you can't check for an autoload.
You can use the ProjectSettings object though.
The EditorInterface can add and remove autoloads, but you can't check for an autoload.
You can use the ProjectSettings object though.
なんで新規プロジェクトで出たのかは謎
なんで新規プロジェクトで出たのかは謎
I'm looking for other ways (maybe in override.cfg?)
I'm looking for other ways (maybe in override.cfg?)
Small problem: before being set by your script, the game window starts with ProjectSettings value. So the splash screen isn't properly placed.
Small problem: before being set by your script, the game window starts with ProjectSettings value. So the splash screen isn't properly placed.