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See, I think the existence of Unity Indy already handles the issue of users who would be legit if it weren't for price. A small startup that...
Hm, I'd love to know what studios you've worked for, solvent, that would dare pirate their tools. From my experience in game development...
The thing about animation is that the needs of a project are often far too specific for any off-the-shelf solution to ever work, since animation...
Oh sorry, I misread your original post and thought you were using unity's "bake simulation" checkbox rather than baking manually in maya. I guess...
Try baking all contraints/IK/expressions down in maya, rather than telling Unity to do it and see if the problem persists. I'm pretty sure that...
This would work too, but it would also deactivate any attached scripts as well, which might be undesirable.
When you bring a character in from a 3d app (like maya for instance) everything in the scene is grouped under one gameobject in unity, but opening...
As BlackSp1der suggested, playoneshot is the culprit. After switching my scripts to use audio.Play() instead of audio.PlayOneShot(), the...
to easily copy/paste animation between two maya files: 1. Select all of your character's controls in a specific order - when copying and...
While my framerate isn't a perfect 30 at the moment, its mostly due to script optimization that needs to be done, and not due to the amount of...
It shows file size and the 1411 bit rate in the import options for the MP3. Perhaps this is just what it WOULD be if it were being imported as...
I'm really hoping this is something simple... I'm working on an arcade game with lots of shooting and a ton of enemies. Just recently I added...
Hey folks, So I'm having a hard time figuring out how large my app actually is once installed on the iphone. Is there some easy way to tell...
I've been using the following to determine if I have an animation playing. Is this what you're after? if (animation["walk"].enabled == true) {...
Right click your maya file from your asset list in unity and check your import settings. Make sure that you have "keyframe reduction" enabled....
The majority of the unity documentation features only javascript examples, so you'll probably find it easiest to pick up. As for general...
Are you telling unity to perform keyframe reduction on import? How many bones do your characters have? Animation data can be a big memory hog...
I'm using almost exclusively 128x128 32-bit RGBA textures and my game is running very smoothly. In my experience, draw call count and script...
Perhaps this belongs in the wish list forum, but since its so iPhone specific I figured I'd toss it in here. Any chance of getting an optional...
With the method I'm using, your bone count is basically just the maximum number of particles on screen at once. So if you knew you never needed...