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Anyone: Dumb question and I've quickly searched and found nothing. I haven't used (my bought copy of) the awesome MegaFiers in about 6 months and...
Thanks for your reply... So I assume this means for iOS you could have an ObjectiveC app which uses unity, but for Android you'd have a Java app...
Sorry for the double post. My browser crashed.
Please bear with this question. I was asked this question by a software developer of an existing windows application looking to expand to mobile...
thanks keithsoulasa, I'll check it out as soon as I can I don't have my android devices with me, but thanks for letting me know.
Awesome, I'll try it right away. thanks! Btw chordskilz is telling me I don't have as perfect pitch as I thought ;-)
Thanks. I wasn't trying to get you to do my app for me or anything ;-) I was mostly wondering about the build settings. and if .NET works...
I might be a bit confused here. Does your sample scene support iOS? it plays fine in the editor in Mac but fails when I try to build to iPad -...
I got basic Midifile reading working from the original CSharpsynth project but your port is going to be such a time-saver. Thanks so much for...
Thanks for that link Wolfos, that's good to know. :) Still wondering if this Midi solution requires Unity Pro though and if it does playback of...
So will your solution not work on iOS? And does it require Unity Pro? I just bought the MIDI Unified from the Asset Store, but haven't tried it...
I fully agree, I NEVER upgrade mid-project - or certainly not without copious backups.
Hi, I've searched around a bit and saw posts referencing opengl xcode setting issues with earlier versions of Unity that said they were fixed...
Also, check out Visualizer Studio in the Asset Store: http://www.alteredr.com/visualizer-studio/ It has alot of cool features that may be useful...
Thanks, this works for me too now. My problem was that I did not set the maxDrawIndex to 1 in the start to begin with. Though I am a little...
Sorry but it's not clear to me. If I use: VectorManager.ObjectSetup (MyLineNULL, myline, Visibility.Always, Brightness.None, false); MyLineNULL...
Sorry Eric, one more question: Does minDrawIndex and maxDrawIndex work on lines that are made by VectorManager.ObjectSetup ? i.e. I'd like to...
Thank you very much for that tip! VectorManager is exactly what I needed. It makes things a whole lot easier, especially if I am parenting lines...
So how does DrawLine3DAuto actually work? i.e. I am getting performance issues? where the line flickers and tries to catch up with how it should...
Sorry nevermind. Turns out it was my material shader - DOH!