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We were seeing this as well. We found that it happens when the cache server returns an asset to a 5.1 editor that was cached by a 5.0 editor, and...
I've seen this problem when trying to load iOS bundles in editor on OSX. I think it is a problem with loading bundles for the wrong target (eg,...
You can try adjusting the renderQueue value of the materials to see if that will give the desired effect:...
You will need Visual Studio Tools for Unity (formerly called UnityVS) to use VS with Unity. http://unityvs.com/
The executable size with IL2CPP is currently MUCH bigger than with the mono backend, which could be the source of your memory issues. They're...
That sounds just like our 4.X bundle build system. It's painful, but it does work.
No, the whole /Library folder is a cache that Unity will rebuild if it is missing. The /Library/ScriptAssemblies/ folder in particular holds the...
I believe the OnEnable method runs immediately when the object is instantiated or enabled, and then the calling code would continue.
You could try to create and cache the material for each tile when the tile is created. Then update the material itself in your Fade method, but...
You can use the following attribute to specify a method to run after the XCode project has been generated. You can then modify the XCode project...
Have you tried deleting the /Library/ScriptAssemblies/ folder under you project? We often run into crash-on-launch issues that are resolved by this.
This is interesting and not something I've seen before. We've had a batch bundle build system on 4.X for a long time and I don't think we've ever...
I'm not sure about the recycle bin issue, but in general it's a very good idea to use some sort of version control system for your projects, even...
You'll have to update the camera.orthographicSize value every frame in the Update() method. You can use the Mathf.Lerp method to interpolate the...
The Start() method will only run once in the lifetime of a script. It will happen the first time the component is active. So in this case, it...
On your renderer, try using r.sharedMaterial instead of r.material. Renderer.material creates a copy of the material instead of sharing it. See...
According to my artist, they had to adjust the Agent Radius to reduce the vertex count. They were doing this because Unity was giving an error...
I'm using Unity 5. Currently, if you bake NavMeshes in two scenes with different NavMesh settings, and then load the scenes with...
No luck on a simple repro, an empty project with just a cube works fine. Guess it's something we're doing.
I'm seeing a crash that appears to occur in the rendering code. This crash only occurs with 5.0.0p1. It does not occur with 5.0.0f4. I see the...