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@frozenoj Have you tried using non-negative depth values?
From what I've read so far, UIToolkit does not support scaling of sprites; however, I was able to use .scale to resize sprites to a desired size....
I played around with it, and it seems like setting the scale resets the position of the Sprite to (0, 0). Also, click functions seem to be...
Hmm.. I seems to work when I use "pixelsFromTopLeft" but doesn't work when I declare it's position via the UIButton.create function. playButton...
Doesn't seem to work for me. The sprite just disappears completely instead of flipping around.
Still looking for a solution to flipping textures vertically. Is there a way to do this without having to create flipped sprites in the atlas?
Is there a way to flip sprites horizontally/vertically?
Thanks! So it looks like this is the answer: "The maximum 2D texture size is 1024 x 1024. This is also the maximum renderbuffer size and viewport...
Screenshot: http://i.imgur.com/Rg6DN.png For some reason, these textures show up as white images on 2nd gen iPods. It works fine on all other...
Logs: http://pastebin.com/jq7xHfym I am having a crash on startup issue on Motorola Xoom tablet. The game works fine on other devices but is...
[IMG] My first game, Lawnmower Challenge, was selected for the PAX Indie Showcase this year. I'm really excited about all of it but am worried...
Not sure if this is what you're talking about, but all UI elements are spawned off the main screen but appear on your monitor when running the...
T_T It works for you but doesn't work for me?! That's messed up =P Do you know which shaders work and which don't? Maybe that's my issue.
I'm getting ready to submit my game to Apple but wanted to optimize whatever I could. I am having a big problem with "Mesh.CreateVBO" when...
Downloaded the new 3.5.0f1 (3.5 RC1) and I'm still getting spikes in CreateVBO (60%). Anyone else having the same issue?
Thank you do much. You've been very helpful and patient with me. Strange thing is that I'm using the 3.5 dev preview and still getting huge...
@froodydude, thanks for your help so far. I just have a little bit left to make this work: Here's what I have so far: //Vectors var...
I'ved added a MeshRenderer component to the empty object I made in the scene/editor and added the problematic material to it. The same empty...
Still a bit confused.. Not much, but here's what I have so far. //Vectors var vert:Vector3[] = [Vector3(0,0,0), Vector3(0,0,0),...
So for a noob who doesn't have a clue of what any of this is.. what are the steps I need to take to use this work-around? What I did was add a...