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For the love of Abbaddon's beard, people! If you can't make a game with the amazing tech in 3.5 indie, the engine is not the problem, it's not...
Thanks, dreamora. I changed to a generic List<>, and it works, in case others want to know a workaround.
I'm seeing this in 3.5 beta, too. LineCast also does not work.
Looks like linked lists don't work when publishing to Flash. Am I right, or did I do something wrong? :)
I think you could also use the collider height to compute the offset, assuming it has a collider.
Looks great! Why can't you continue with Unity free? :)
Actually, CampFu launched recently and it uses Darkstar. CampFu isn't a full-blown MMO, but it's a robust example of a commercial application...
So, did it help? :) I'm researching using Darkstar, too, which is why I'm curious to know.
Ah, thank you for pointing out my mis-named vertex group, Gustavo. I didn't realize they had to have the exact same name. Did the animation...
I'm having a similar issue. Most of my model doesn't appear, although I've got vertex groups assigned to each bone. There are only two bones....
Both versions of the documentation files are there in the wiki. The 2.5 files are at...
Ok, so because it's a ray (I thought it was just computing a point by converting the coordinates directly), without a distance (ie, Z = 0) it...
Just as I posted for more help, I realized that changing the Z to -Camera.main.transform.position.z will correct my problem. I have no idea why,...
I'm having a similar problem. Camera.main.ScreenToWorldPoint() only ever returns the camera's world position no matter what vector I use as a...
You need to instantiate a new GameObject, then copy the values to its transform component one-by-one. Otherwise, your new variable is just a new...
Also look at this (short) thread: http://forum.unity3d.com/viewtopic.php?t=21414
Also have a look at Resources.Load(). http://unity3d.com/support/documentation/ScriptReference/Resources.Load.html You have to create a...
Thanks for the pointer! :) It looks like bundles can include/be scenes, so I think that might make this possible (with a pro license).
In Flash, you can create a "shell" which is a small stub application that then loads your main game code/data. The big idea here is that this...