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53
votes

Async/Time sliced MeshCollider Baking

Physics

-

Oct 19, 2017

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Carpet_Head

Our application relies on using MeshColliders with large procedural meshes. Because it is VR, the baking time can cause some noticea... Read more

19
votes

Improve the Animation Editor workflow

Animation

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Jan 11, 2018

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TonyCoculuzzi

One of my biggest gripes with Unity has always been the Animation Editor. I'd love to see this improved even further than it has ... Read more

30
votes

Add sorting back into the favorites page of the Asset Store beta

Asset Store

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Nov 28, 2017

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jcamp

I don't see anyway to sort assets we have saved as favorites in the new beta version of the assets store. No longer being able to so... Read more

87
votes

Hot keys to deselect all

Editor

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Sep 19, 2017

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Fitil_san

Add to Unity editor hot keys to deselect all game objects on the scene. Read more

32
votes

Sprite Mask support for TileMaps

2D

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Nov 24, 2017

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Cactuar18

Would be extremely helpful if you could pass in a whole tilemap from the scene, rather than a sprite from your assets, to build a sp... Read more

23
votes

Implicit casts between Vector2Int and Vector3Int

Scripting

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Dec 20, 2017

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krndhub

Same as between Vector2 and Vector3. Read more

30
votes

Ignore force from certain rigidbodies

Physics

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Nov 24, 2017

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Leniaal

I'd like to ignore force from certain rigidbodies. For example; A player shouldn't be able to push another player, while a car shoul... Read more

52
votes

Library Metadata

Editor

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Oct 15, 2017

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Carrion-Crow

How I understand that you are reading all of the assets of the project and create for each of them its meta file. This is a very lon... Read more

477
votes

Increase the quality of Unity trees billboards.

Terrain

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May 19, 2017

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Wolfkingdom

Currently the Unity trees billboards resolution is related to the number of Unity Tree that you are using on a terrain. When you are... Read more

20
votes

Maya style Scale Compensate

Animation

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Dec 28, 2017

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Colin_Knueppel

Maya joints will compensate for the scale of the parent, so that children do not inherit skewed axes and scale values. For any rig t... Read more

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