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Ah my fault i was assuming i need "PathIndicator", "PathRenderer", "WaypointGizmo" for the package. I just deleted the whole asset folder and...
Just re-imported the project and while i could easily deselect the plugins i have already installed (itween/hotween), i had to manually search +...
Wow thats kinda unexpected, never would have thought that unity uses the "old" way of handling static branching, without the ability to override...
As a graphics programmer i wonder why are there any permutations in a "super/uber" shader that unity needs to compile separately, does unity not...
Yeah if u remember that "Holoville" and "PixelPlacement" corrospond to itween/hotween :p Using a "Plugins" folder makes it more clear and easier...
Hi, while updating to 3.1 i noticed that without manually deleting the itween/hotween folders, u get compile errors if u already use those...
Ah so it could be usefully to add the "return" after a exception, even if reshaper notes code is unreachable. public object MyFunc(object obj)...
Hi, i was surprised that Unity seems not to crash on my machine if a unhandled NullReferenceException/ArgumentNullException is raised in a...
Yes this looks good, btw its kinda impossible to quickly implement this, since the "base.GenerateColliderGeometry()" is called late instead of...
I just noticed a problem/exception with the "generateMeshCollider" option and GenerateColliderGeometry(), i think i cant call it this way? Could u...
Hi, i don't consider fixing a "expected" prefab behavior a "hack", so i went ahead and added this....
I have the same problem, so how is the primitives Pro work-flow in such a case? We use it for fast dummy asset testing/setup, so we don't actually...
Hi, i just tried to import "PrimitivesPro" from the asset store and it failed to compile. After some research i found that PrimitivesPro and the...
Thx for the infos, "audio" is actually a default property from UnityEngine.Component public AudioSource audio { [WrapperlessIcall,...
Hi, i have: myAudioSource = audio == null ? gameObject.AddComponent<AudioSource>() : audio; // working // alternative myAudioSource = audio ??...
mhh the status on http://feedback.unity3d.com/suggestions/serialization-of-polymorphic-dat did not change since 2012? Will those changes to...
I believe greg.h if he says this fixes the problem, however my main problem was correct serialization of polymorphic containers, which is not...
Hi, i would like to use CodeContracts in Unity, but seems u need at least Mono 2.8 for it, with some additional changes in 2.10. Now i'm trying...
We don't establish a parent/child, we explicitly establish a child->root relationship. Kinda blanket statement, from a hierarchy point of view,...
If u want to use OOP this is kinda hard, since every new hierarchy variant will break your code and u need a new version. The best OOP way i came...