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So you want me to put every asset in the entire game (potentially hundreds of prefabs) into one scene and generate a single huge lightmap for all...
The problem with this demo is that it only works with one prefab. If you create 2 different prefabs, bake their light separately, then try to load...
Are you maybe double-lighting your baked scene? Because when I bake light into a renderer I set that object to a new layer called "Lightmapped...
Does it still work if you bundle the prefab and lightmaps into an asset bundle, then try to download the bundle and instantiate from it? Because...
Solved my problem. Looks like there was crap in my asset bundle. Took me a while but was able to get it to work. One remaining issue with bundles...
I am having a similar issue with asset bundles. I bake separate small lightmaps for individual prefabs. I save the prefab and its lightmaps into...
Look up a technique called Reservoir Sampling. Google it. It is how you pick a X elements from a group of Y elements with no repeats.
Yes, in my opinion VS is very much more good a lot!
What he means is that there is no need to panic over such a small issue because C# is not a ticking time bomb like C++. The issue can be resolved...
This is the answer.
I have 2 scenes in my game, front end and game. I could just as easily have done it with 1 scene. It might have even been easier. Using a...
That error would occur if warpSounds is an array of size 0. It is not null, but warpSounds[0] is. Check both: if( warpSounds != null &&...
Assert.AreEqual("Whatever",numHerb.ToString(), "OMG! Whatever is not equal to numHerb!" ); You can add a third parameter that prints to the...
Yes they do work. Turns out the problem was that my event handler script was not attached to "currentOverGob". It was attached to its parent,...
Seems like they should be pretty simple based on the code from here: https://gist.github.com/stramit/76e53efd67a2e1cf3d2f I'm trying to make an...
We are unable to run on Android or iOS with the Script Debugging flag set. We even tried the "widgets" scene from the beta UI demo project and got...
There doesn't seem to be anything wrong with your syntax as far as I can tell. Try it the old-fashioned way. Make a non-static function, assign it...
I get this as well when running unit tests, which instantiate and close UI prefabs.
I think I found a clumsy workaround. See http://forum.unity3d.com/threads/passing-an-event-through-to-the-next-object-in-the-raycast.266614/
So here's how I got it to work, though it is extremely hacky and it makes our drag component a less reusable than it was before:...