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Also, the problem is the same whether I use the Screen.fullScreen = !screen.Fullscreen method on mouse down or create a small Javascript plugin...
Same problem here with Chrome. However, it only happens for me when I use a WebGL template that makes the canvas scale with the browser size. When...
Yup, we have the same problem on OSX. It works fine on Windows, iOS and Android. The Unity documentation states: Opens the url in a browser. In...
We sometimes get this when running our game on Android devices: 10-08 12:37:59.678: E/Unity(4016): Failed to destroy a semaphore (Device or...
Actually, I managed to get rid of the warning. If you look at the DLL in the Library folder with DotPeek, it actually doesn't have the...
Sorry, I don't have a solution, but I do have exactly the same problem. Same warning, same two projects. Also using UnityVS.
Hi Unikron, Yes you are totally right:at the correct resolution, and with point filtering, the sprites are indeed pixel-perfect. Thanks, Matt
Hi Unikron, Thanks for the quick reply! Sorry, I should have told you: I tried this with your scene 3 (staticspritebatcher), by importing the...
Hi, I bought the 2D Toolkit yesterday, and it's very nice to use. However, I ran into a problem. The sprites are not perfectly pixel-perfect. This...
Yes, I don't think there's a mobile 'specular', and yes. You're right that when you switch emulation to OpenGL ES 1.1, the specular is suddenly...
Hi Dreamora, the iMac editor shows exactly the same colours as the windows editor (when I switch graphics emulation modes on the iMac, nothing...
I have created some screenshots that show the problem: http://www.flickr.com/photos/55670043@N05/sets/72157626230214924/
Hi, when I create a test project that shows a simple sphere with a highlight, it looks very different on iOS. It seems that on iOS, the intensity...