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@ karl Thanks for the follow up. Seems to be working now.
@Karl thanks for the updates. Any news on when this will make it into a patch or release ?
Thanks Karl. I don't seem to be able to find a reference in the release notes ?
@oliran ooops, corrected :)
Good point, now I'm confused.
Edit: Seems to work like others structs in Unity example would be Material, Vector3 etc.
I found this when updating to 5.3 the method has changed, try this... ParticleSystem _particleRubble; ParticleSystem.EmissionModule _rubble;...
@MelvMay Thanks for the update. It seemed like I had an incorrect setup to start with, then needed to update to the correct method.
Sure, some more detail. After I updated to the patch release v5.2.3p2 my animating GameObject with 2d collider triggers stopped working. I found I...
I had the same problem. The work around for me was adding a rigidbody2D, set kinematic to true. Then triggers worked.
@karl.jones Thanks for the update.
Thanks for the suggestion, imported another copy of the font, but same here didn't fix the problem. Bug report and sample scene sent, fresh 5.3...
Yup same here, top one is Dynamic and bottom is Unicode. The reason for using Unicode was to minimize the Font.Cache lag, and caching only dynamic...
@Christop Yes just came across the same thing and found fb://profile/ not working for Android. Changed to fb://page/ and its all good.
This would depend on your requirements. After your splash scene, you could setup a single main menu scene that uses 1 canvas, 1 camera, screen...
Congrats. The new UI is awesome.
You could try using a Text field instead of the InputField and manage the cursor yourself.
Not that I remember. The main reason I created a separate project with the Sample Assets was so I always had a reference if I encountered a problem.
Yes the Sample Assets for 4.6 is a complete project package. For me the work around was to load the package into an empty project. Select 'Sample...
For completeness here is the outcome from QA team: