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I asked the dev that very same question on Twitter, this was his response : "I don't have any really immediate plans for Ferr2D! I've been really...
Make sure you didn't uncheck "include in build" on your groups, that happened to me when I wanted to put all the groups in remote load, and...
Hello! Thank you so much for this great extension! I have a special use case though... I'm in the process of converting my game to Addressables,...
Hi, I have those same messages, using addressables and sensibly the same plugins,it started about the same time I switched from VS to Rider......
Same here, I am in the process of converting my content to addressables, and was looking into best priced cdn, when I stumbled upon Google Play...
Hi ! Looks nice ! I've done some projects where I had to use some combination of GlovePIE and PPJoy... I was wondering if your plug permits to...
Hi, I'm starting mine right now (that's how I ended up here ^^). I plan on creating a list of 5 DateTimes, and when the player dies, find the...
Hello ! First of all, thank you for this wonderful tool ! I have a question, though... Is there a way to get a position along a line path ? As...
Hi, First of all thank you very much for this character controller, as you say a very solid starting point to making a platformer2D. As of now,...
In your player settings, you should set the framework to .Net 2.0 instead of .Net subset Oops, didn't see there was an answer for that before ^^
Hello ! Great Work !! Thank you ! Do you happen to know if it works on Linux ?
Ok, thank you. Otherwise, it seems like a great tool, I will keep an eye on it and remember to use it on future projects :)
Hello, thank you for your response. Not even with DirectInput ? I'm building a game that needs several mice, and so far, i'm obligated to use...
Hello, I was wondering if this plugin gives you access to several mice independently ? I need to get mouse movement (X and Y) from more than one...
Thanks a lot, I was struggling with this. Good to know you can't have duplicates in Js/c#
The flipping is probably due to the position of the centerOfMass... I usually create an empty game object that i move around and use its position...