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Eternal Fate [IMG] [IMG] bit.ly/EternalFateiOS
Looking at the documentation:...
As a stopgap, something that seems to work is calling EditorApplication.NewScene() after each bundle. It isn't ideal, but seems to get the job done.
Is it possible to "unload" objects immediately that are loaded from editor scripts via AssetDatabase.LoadAssetAtPath? I'm using Unity 3.5. I'm...
We released a new trailer: https://www.youtube.com/watch?v=qIo-UwnixJA
http://www.kickstarter.com/projects/escalation/eternal-fate Eternal Fate is a competitive, PvP-focused ARPG built using Unity specifically...
How is Resources.UnloadAsset different from Object.DestroyImmediately( Object obj, true )?
So I have a tool set up to try and automate building a lot of asset bundles for our game. The way I have it set up is to go through, check to...
We have a system in our game where we load a lot of assets dynamically from asset bundles. The gist of it is that we call...
We have a project we've been working on for a while. It seems like with the introduction of Unity 3.5, we're getting crashes at startup on an iOS...
So I'm working on this game where players can have static attachable equipment on their character (shoulderpads, helments, that kind of thing)....
Is it possible for me to, for example, have music files under Assets/Resources for the PC/Mac version of our game but not for the web version of...
On our multiplatform project we solve this by having the build server have multiple copies of the project. Each copy is dedicated to one...
Does Unity have any plans for an option to support the Amazon App Store?
You could store them in your playerprefs. Load them on Start and save it whenever the value changes.
Post a screenshot of your lightmap settings.
So at work we're using TrendMicro for our virus scanning/malicious web page blocking tool. I'm sure other businesses and individuals use it as...
One of the ways we're currently kind of working around the problem (but not solving it) is by adding another layer of indirection. Instead of...
Just bumping this thread to say that having a solution for this would be great. We have a couple of prefabs with several large components with...
Big thanks to Unity for getting us a beta version. We were able to get our iOS game Splode onto the app store for launch....