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Interesting product! I have a couple of questions: I'm looking for a tracker that allows me to track just my own hours on project that i work on...
Trying Collaborate for the first time today, on a project that was previously building succesfully in Cloud Build. It's failing now the SCM is...
Very interested in this. Any recent news?
Oh weird, i thought i posted a reply to this already but it looks like it got eaten somewhere. Short version: Not all android phones accept...
I'd like to have my android phone act as a client and my desktop machine act as server but I've been unable to get this example working for this...
Thanks again for the clarification. I'm struggling a bit with getting the colouring system to work in the way I'd like while also gracefully...
Is there currently a way to allow a wifi client to respond to the host game app being quit? More concretely i'd like to have different 'screens'...
[EDIT] I've managed to get this working as expected in a much simpler test scene. So this is very probably a mistake I'm making elsewhere in my...
Ah i see. I tried modifying StringServerBackchannel.cs in the way you suggested, but it looks like I also need to modify at least...
Thanks. A separate thing: I'm trying to use a backchannel to set the background color of the wifi client scene (just once, when a player 'joins' a...
Ah I understand. Thanks for the update. Perhaps it might be worth adding a brief note to the documentation somewhere clarifying that one wifi...
That would be perfect! Thanks so much.
They are. I'll give more context about the project that hopefully makes it a bit clearer what I'm after. The project is a local multiplayer...
Ah i see why that's not working. Sure: What I hoped I would be able to do is run a host and multiple clients all on my development machine just...
I'm also having the same problem. I export the multiplayer client scene, duplicate that player file. Then run the multipayer server scene in the...
Thanks for this asset, it's looking very promising so far. I'd like to test multiple instances of my 'client' controller with my 'server' game...
I have a problem where in my project, frame rate drops are coinciding with unexpected gaps in my vectrosity trails. I've made a simple scene to...
I've attached a package that (for me) shows the glitches. To replicate: Import the TrailGlitchesExVectrositydll package into a new unity project....
Wow. 7 years(!) later the docs page for this hasn't changed.
I will try to create a simple scene that replicates the problem as soon as i get chance and send it to you (if you like). Thanks!