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Yes Mirror works on webgl, many do webgl games, heres one picture of 500 separate connections, all moving around in browser.
Can we get the design team to change CLOUD section to icons, like the Version Control on left side? Text is eyesore, waste of space, and icon...
Yeah what MaskedMouse said ^ But i still appreciate the reply Riiich
Using TMP inputfield + android permissions = keyboard appears. Although there is still weird behaviour as mentioned.. double screens, Oculus has...
this fixed it for me, needed an extra 0 on the end though :D Edit, actually im not sure if it did work now... However using args did the trick,...
Removing the wording from inside here, fixed it for me: <WorkspaceServer> deleted this text, then closed and reopened </WorkspaceServer>
@svinoman ^
public GameObject childObj; // local reference of object // make sure child scripts and gameobjects doesnt have network identity or use network...
Mac supports not working, says not installed when it is. [ATTACH] [ATTACH] [ATTACH]
Thanks this worked for me with minor adjustments.
Want to try this one? https://github.com/JesusLuvsYooh/BuildStripper
- FAQ - To another instance (Internet/WAN) https://mirror-networking.gitbook.io/docs/faq#how-do-i-connect-to-another-mirror-instance Note, test...
hihi, although its not recommended to use a gaming netcode for large file transfer, unity www webrequests and a storage server would be best. It...
To post an update to this, Macbook Pro 2016 (not M1) 2020.3.19f1 and 2020.3.20f1 causes my gameview to feel like its running at 1 FPS Unity...
hihi Took me a few hours to figure out the problem, but got there eventually. Mac building to Mac, gave this error, wouldn't even run a blank...
Looks like we can all agree, that customisable options is best way for the new headless feature, if for some strange reason people need to keep...
Yeah might be time for name change, i build headless clients, and have had to explain in the past that headless server is for that too.
@8bitgoose Okay i solved it in my case :D I had to manually set Application.targetFrameRate, as headless/server build clients don't use Unitys...
Tried all 3 options Unity gives in quality area, without force setting one manually. Edit: I've read all the forum pages and many other places...
+1 Pretty much a blank scene and project, still trying to narrow it down to cause, attempted many fixes mentioned, but i don't even have lights...