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Hey all, It's been a while since I looked at custom GUI solutions and it seems there are a few good ones. I'm currently investigating scaleform...
Is there any way to either: A: Parse the binary data that the profiler spits out when Profiler.enableBinaryLog is set to true? B: Get the...
...For what? It just links back to this forum.:confused:
So what features are stable and usable in this plugin at the moment?
There is? I have looked through the forums and only found ones created by unity developers... I shall have another look! (A package price for all...
A sturdy and complete Android OpenFient plugin please! (will send an email too :P ) Hopefully, this would include support for: Challenges...
For some reason I got this post mixed up with another (similar) question.. public float GetYRotFromVec(Vector2 v1, Vector2 v2) { float _r =...
Any news on if/when this is going to happen? Would be nice if Unity themselves worked with OF to create and manage a plugin!
posted in the wrong place *oops!*
I have recently come across this. When running your project in unity, set the rigidbody's Collision Detection Mode to...
I've recently been through this too with 3DSMax2012, unity does seem to use whatever application the file is associated with in windows though...
Is there any chance of having a triplanar-bump texture with a specular pass please? :D
@bigkahuna Are you referring to this? I think Duck/RobotDuck/Duckets made it
How much will this cost in terms of additional web-player file size?
Check it out, could be handy! http://www.cgchannel.com/2011/01/new-app-exports-kinect-motion-data-as-bvh-files/
This is so much fun! OpenNI only feeds skeletal data into unity via the dll, (looking at the source, that's all it's meant to do) does anybody...
Anybody got a copy of this that works in Unity3 on a Mac? This shader dowsn't work right on Macs, there's huge parts of the geometry that just...
@dongliang28: Any chance of seeing a live web-player build of that?
Is there any way to get unity to report the contents of an assetbundle when it's made, perhapse give a breakdown of how much space each asset is...
I'm talking about using lightmaps included with assetbundles, I've got the lightmap to apply using the code below (stolen from another thread)...