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I realize this was over 6 years ago, but I'm curious how you keep your game object (processed by the custom editor you wrote) from losing focus...
Is there a list or documentation somewhere that outlines what iOS devices can handle graphically? I'd like to implement Marching Cubes with a...
Just checked and there hasn't been any movement. I'm hopong to discuss the bug with someone on staff with Unity at GDC in a few weeks.
Anything?
Is there an API for the Editor Test Runner? Something similar akin to the BuildPipeline class but for test classes instead... best regards!
I use it and it's bittersweet. On the one hand, I love being able to open up 3 files at once and see them side-by-side along with the...
What *seems* to work for us is making sure the MovieTexture isn't playing (if it is, call Stop()), and likewise with any audio clip associated...
Yes, the case number I have is: 753985
Thanks @Metastable
@jeroen.akershoek I agree. I still see it in Unity 5.3 I've searched for how to submit an issue to the issue tracker, but I've yet to find a way....
FWIW I've come to a work-around, without a whole lot of understanding of exactly what was happening. We narrowed it down to a possible race...
Hello, I'm seeing behavior on game startup (after Unity's splash screen) on both Windows 7 and Mac OS X Yosemite, where nearly as soon as the...
So I think I've come up with a solution to the OnFillVBO deprecation. If you remove that method override in TextUnicode.cs and in its place,...
I recently upgraded to Unity 5.2 (Pro) and it seems as if the original TextUnicode class has broken. The editor complains that line 21 of...
I'm working on a 2D LibreScale ala: [IMG] The problem I'm seeing is with anchors at the top of each scale on the horizontal beam (where the...
Has anyone noticed any problems using this plugin with Unity 5? I went to purchase it on the Asset Store and it mentioned the possibility of...
I'll take a stab at it: Take your initial image and remove your needle from it in something like Photoshop or Pixlr, et al.... Import your...
*sigh*, As it turns out, if I set the resolution first, and THEN the size, the size will stick as desired. I sure wish this had been documented...
I'm instantiating a Terrain object with Terrain.CreateTerrainGameObject(); quite literally: TerrainData td = new TerrainData(); td.size = new...
How does the Terrain render itself then?