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This is working well for me, except that I'm getting the following message at the bottom of the screen: Content uses capabilities that require a...
I'm on Windows. The following works for me. Unity automatically added the slightly misleading upgrade note. The difference between the...
Ah yes, some miscommunication there. Sybixsus2 is misreading Hoff's original post as a claim (that the unity webplayer is required) rather than...
@UnityRalph, thanks Ralph. I look forward to the evolution of the Unity/Flash feature. The current iteration is great and there is plenty to test...
I mentioned this in another thread but what would be really cool is to develop another api inside AS3 towards unity. In other words, an api...
@mangoblue - you've only been in the cave for a day. :)
Thanks Ralph. That will come in useful. It's somewhat amazing how the Unity team has pulled this together in such a short time. I'm incredibly...
Thanks Ralph.
cheers - look forward to it.
Ah cool - how to script the UnityNative.swc from AS will be great.
I'd like to know that too. As a Flash Developer I would love to control a game from Actionscript rather than from transcoded C# or Javascript.
The build process generates binaries: swf, swc. which is great - but where are the generated Actionscript files? It would be great to be able...
To work around limitations in the way Lightwave exports FBX, I'm parsing a Collada file and reassigning weights, bones, bindposes and a mesh like...
[IMG] [IMG] These are running at 25 fps on my box (which has a fairly average CPU and graphics card). Done using only the free Microsoft Kinect...
[IMG] [IMG] These are running at 25 fps through Indie Unity IDE. Standalone executables go a little faster. Uses a plugin (a windows DLL)...
Despite what the Unity docs imply (and many others say) you can use DLLs in the Indie version of Unity. This has always been the case for every...
Prior to Unity 3, there were no problems using C# System.IO.File.WriteAllText to write text to the local file system. But the compiler now flags...
I found this in the scripting reference: Debug.DrawLine The line will be drawn in the scene view of the editor. If gizmo drawing is enabled...
Well,the 30 days has now passed and it's still working just as well. I installed unity 2.6.0 on 24 October 2009. And it is now 9 Dec 2009....