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Fantastic work, Camera as window is exactly what I was looking for ;)
What's your package name?
I think that they are waiting for the Scaleform integration.
I would go a bit further and simplify it like this: var menuGui : MenuGui; function Update () { if (Input.GetKeyDown(KeyCode.Escape)) {...
You're welcome :)
In every script that requires input from a user I always put this: void Awake() { if (!networkview.ismine) enabled=false; } Also, you need to do...
When you make a build, be sure that under the "Resolution and Presentation" menu you have checked "Run in background".
Anyone knows if the Mono version will be updated in 3.5 ?
So, how do you use the new water prefabs for making a big ocean ? With Water3 I just changed the X and Z scale values, but if I do the same now...
Try the latest version from his homepage, not the unity one: http://variancetheory.com/detonator/
First test with Firefox 5, no problem. I'm on Win7 64 Professional.
You're right ! Static batching was selected in the player settings :slapsface: Thank you ! Edit: And the meshes with the animations were marked...
Hi guys, I noticed that suddenly everytime I run my project I get this message in each one of the mesh renderers instead of saying only the...
Go to Edit->Project Settings->Time There you have a Time Scale setting, default is 1, as you said. Fixed Timestep should be 0.02 and Maximun...
Just a quick look at your code: using UnityEngine; using System.Collections; using System; public class Multiplayer : MonoBehaviour {...
Bought this yesterday, what can I say... FANTASTIC WORK ! It feels like I can do whatever I want now regarding networking in Unity. Thanks for...
If you use Destroy(hit) you are only destroying the RaycastHit, you have to put something like this: Destroy(hit.collider.gameObject);
Hmmmm, this code works for me (I'm using the first person controller) it's in C#: void OnTriggerEnter(Collider other) { if...
Try this: function OnTriggerEnter (other : Collider) { if (other.tag == "MainCamera") renderer.material.mainTexture = texture1; }
Works great for me, and looks fantastic :)