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Good. Anyone reasonable have any idea on how to solve this problem? Or it's just another thing that Unreal Engine does by default and Unity cannot do?
I have read the manual before posting here, but if posting a RTFM is the standard solution of this forum then all bets are off.
I'm just using Substracted mode, which is the default Mixed Mode setting after converting my project from Unity 5.5.5f1 to Unity 5.6.4f1.
Hello! I just upgraded my project from Unity 5.5.5f1 to 5.6.4f1, re-baked Enlighten lightmapping with exactly the same parameters of previous...
I would suggest to read the Android documentation or read the basics of Java. You need to understand the difference between packages and...
You can use something like this on Android: public void launchApp(String packageName) { Intent intent =...
There is a fix for this issue here: http://docs.unity3d.com/Documentation/Components/SL-PlatformDifferences.html
SIGSEV 11 and memory address 0x00000000 as your case it's commonly a NullPointer issue. I would start looking if UnityPlayer.currentActivity...
What's funny it's on your 8.880 posts still I didn't see any useful post from you on all Unity forum. People that claims himself successful and...
As you see, that guy called hippocoder isn't able to write code without a nice IDE and he calls this a nonsense: don't be that guy if you want to...
The language you choose never have to be conditioned by any IDE. Would not be able to program on any language without a nice IDE? This is really...
The C# code is compiled to .NET bytecodes. When Unity builds Android games includes a .NET bytecode interpreter in native code based on Mono....
You need to develop your GUI to handle multiple and different Android resolutions.
Your package name will not be allowed to upload on Google Play, you must follow the naming convention. Also, check your plugins and libraries are...
It's possible something you copied from the "res" folder overwrite specific settings when compiling on Unity. For example drawable icons from...
Simplify everything, keep it simple. If you write your custom Android plugins I'll suggest to create a MainPlugin and let this plugin handle all...
That's because you are don't receiving the correct Activity on your second plugin. The Context on your second plugin is never filled because the...
Yes, that's right, Context should be static on your Android code, I changed on previous post. Simply declare your new Activity in your Android...
There are some issues on your code. - startFunc returns void, your Call function don't expect any return-type. - You need to get a reference of...
Create a new Android project on Eclipse, empty. Link classes.jar to this project from your Unity folder, then export your class to...