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Alright then. Thanks.
I'm currently preparing to sell my old MacBook which happens to be using one of my two Unity Pro license activations. Will I need to do anything...
Thanks for your replies tonyd and Pradeep Patel, but both of those suggestions are things I already do. You all probably think I'm crazy because...
I hate to ask, but does someone have, and care to spare (or sell via the Asset Store) the code for an editor window that neatly lists just .unity...
GUI elements are typically placed from the upper lefthand corner, this means you'll need to also reduce the x-position by half of the length of...
Usually if a game has RPG mechanics it's categorised as a RPG before it's categorised as anything else. Take Borderlands for example, while it's...
What?! You may want to rephrase your question, it doesn't make any sense.
Not sure if this is what you're after? Never really used it myself, so I apologise if this isn't any help.
Ah! It seems Splash Screens aren't actually added for standalone games and have to be added manually in a rather barbaric fashion (but it does...
Are you using Unity Pro?
Anything drawn in OnGUI will be rendered in front of everything else (3D or otherwise), so there isn't currently a way to have 3D objects render...
First off you'll want to add a new layer in the inspector, and set the GUITexture's layer to this new layer. Now select your Main Camera, click on...
In short, no, it's not possible. Elements in OnGUI will always be rendered on top. I would recommend using GUI.Label in the OnGUI function for...
Placed 'yield WaitForEndOfFrame();' in front of a boolean within a different function and it fixed it. I forgot OnGUI() is called more than once...
I know this thread is kind of old, but does anyone have an explanation as to why the hell this stupid error occurs? It's really bugging me because...
Just a quick question, is there any method for reading the current number of Draw Calls through script?
You're probably better off using animation.CrossFade between Walk and pickup, as animation.Blend will find an average point between animated parts...
Animation.Blend is your friend. Works like Animation.CrossFade but allows for multiple animation states to be blended into each other smoothly.
Yeah, the end result of hippocoder's method is more likely to give the desired effect and chew up fewer draw calls. But I did just get back...
I think the best bet would be to use EZGUI if you're wanting a Pipboy-esque interface like the one in Fallout 3. But if you're just looking to...