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This is a complex problem that does not have a simple answer. You in essence want sync a "sub-object" over the network. As far as I can tell...
Just launched a Kickstarter campaign and a multiplatform demo for my game Unsworn made in Unity. Its a top down sci-fi action rpg, and it could...
I'm hoping someone from the Unity team could answer this so I can get a clearer understanding of the issue. It seems to me that creating the new...
I have been having load time issues with the game I'm working on specifically for iOS and Android. I found that when I turned off Static Batching...
Consider a situation where I have a complex lighting setup for an indoor scene using no directional lights. I want to have a single shadow for...
I have a dilemma that I've been trying to solve recently. I would like to have a directional light which only casts shadows and does not actually...
I've been researching for hours and so far have come up with no solution to this. The SkinnedMeshRenderer component, required for doing any kind...
This appears to only happen on device, and only on android (I only have a nexus 7 to test on so I dont know what happens on other devices). I...
I am trying to submit an update I made for a game I released a couple of months ago. I have since updated to OSX 10.8 Mountain Lion and xCode 4.4...
I normally just lurk and don't post on threads like this, but this is the worst post I've seen in years. Small companies do not always have the...
That seems unlikely. I actually pool every object in the game so almost nothing is created or destroyed during the game itself, just disable and...
In my game I have anywhere from 0-20 navmeshagents present at one time, but I am experience an issue randomly when new agents are added to the...
My game that is available on the app store uses this script to synchronize times. It has worked very well so far although its likely that its not...
I can spawn as many as I want, and while testing using Photons Cloud servers that are in the netherlands, it worked very well with upwards of 20...
So after working with this for about the whole day. I can safely say this has improved multiplayer playablility and feel 100% in my game....
I actually considered this at first, but AI in many cases has randomness to it, and variables which may not be entirely possibly to synchronize...
In the case of the game I'm working on, when a local player shoots or attacks another character, the checks are done locally and results sent over...
NOTE: This technique only works in a Non-Authoritative networking situation While working on a current project which is an online coop game I...
I have never experienced anything like this before, but currently I have a setup where when a client joins the server, they use Network.Instatiate...
Where are you getting this information? I have seen nothing in the documentation or on these forums that says this at all.