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Howdy. Is the developer still around? Would you mind updating this to work with Unity 2017/18? The Unity Api Updater seems to remove all errors,...
There are some tools in the assetstore that can merge meshes
You should link to the assetstore from your original post above and also to the bugtracker and what else could be interesting. What are your...
A few comments. - You always seem update the whole world if only one tile changes. Why not update just that tile? This looks like it will get...
This looks interesting. Will give it a try this week or next weekend.
C:\Users\USERNAME\AppData\Roaming\Unity\Asset Store
Beta-Tester here. Just listening on this thread for now as most comment will go directly to dev.
It wont be easy to do beta->full upgrades as the Assetstore doesn't offer something like that at the moment. At the moment you would need to let...
Does the provider area expose any statistics on which version of unity your buyers use or how many buyers overall have 3.x vs 4.x to decide if it...
Not sure if I understand what you mean, because 1 unit is supposed to be 1 m... That's also why the gravity is 9.81. Everything in the physics is...
See my links above
Any best practices here? Is it enough to switch to the wanted platform to get compile errors or do I have to force a recompile? Is it possible...
That looks great. Subbed
I've seen your product. I like it. That's a neat idea, and the tool looks powerful too!
But about the duplication again... the user can duplicate the GO without asking you first... using the right-click menu or with copy/paste. You...
mea culpa. Regarding the leaking - not really... You only get the leak message if you throw away a mesh and don't keep a reference of it. so if...
You need to know yourself if you need to know if there's a mesh in playmode... I for one need to know, because I'm creating parametrized Forms and...
for the changes between playmodes, you need to check anyway of there is a mesh there... and if not, create a new one. The only tricky part is...
The Problem is that you probably created a new Mesh each time you generated it... There's no need to. Just do a mesh.Clear() before you start.
You don't have to leak Meshes, then you also don't get that message. Only use filter.sharedMesh and make sure it's not null. If it is, create a...