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Fantastic, thanks - I'd just got it working similarly this morning after some research (had the dash library included in the html, not ideal) -...
Aha ok that does make sense - I guess I'll be looking into whether I can somehow get the output build to behave with dash.js in the meantime!
Hi, Having trouble getting the WebGL to work with mpeg-dash - I've taken the 03_Demo_VideoControls scene (using the trial atm) and changed it to...
Thanks Tomas, that's a great help. I'll go whip the artists :) (and tweak the other stuff, particularly getting the system to save the combined...
Hmm, good point, it was looking better the other week on the other textures, had it extruding the rocks etc. though I'm fairly sure the snow has...
Hullo @tomaszek Firstly, fantastic asset, thanks for making this. However, I'm having an issue in Unity 5 with the dynamic snow. It looks great...
You need to do: rather than
What's the example XML that you're parsing?
Hi folks, Just got the email through from Caitlyn to say this is live:...
There's not really any searching in there, but that's a good feature to add. If I can find some time to spend on this thing I'll put that in :)
Very strange, shall try and track that down. Sorry for the late reply - need more time in the day :)
Take a look at the example in the answer here:...
Take it you're using C#? due to the way scripts are compiled you need any JS you call from C# to be in a location that's compiled earlier:...
What's the XML in 'raw'?
Good feature, will consider adding that but there's a danger of it moving on from being a "Lightweight" unity xml parser...
Might be the assignment being on a differen line to the var declaration try putting it all on one line for the 2d array
I presume that declaration's at the top of the file (outside any functions)? Put a Debug.Log(mapToBuild) in your buildMap() function, see if...
This will fire when the center of the particle system is less than 1 unit from an object (rather than when it collides) - might be a good enough...
so mapToBuild is exposed as a public property on a GameObject and set via the inspector? or is it set some other way (e.g. in Awake())?
what's calling makeMap? You've got an array as a parameter, if that's not set you'll get that error.