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This solved my problem, will not crash now if I clamp the pitch to max than 0.01f.
Thanks Very Much!
I got same issue. Some players just can not get isReady returning true for days(their networks is ok). But other players are fine, it is very strange.
Thanks for the tips Pieter, i will give it a try to check whether it solve my issue.
We got same issue here, very frustratingly.[ATTACH]
@smithmj5 any luck about this issue? I was struggle with it for days, can not find a good way to avoid it.
I have encounter the same issue, is there a way to fix this? Since it is a big issue if user reinstall the game, the first lunch it will lose the...
OK i'll give it a try. :) Thanks.
I see the saveing a game feature is provided by iCloud, is authentication with game center required? Or can be avoid that authentication just save...
Hi Elringus, I'm searching a plugin to do cloud save game for android, is this project can do this? I see it provided very free way to manage file...
I have same issue.
But if you disable "Auto Generate" and manually "Generate Lighting", a folder with be created and contains the ReflectionProbe...
So, any suggestion of optimizing for mobile?
Tested, unlit decal blend/cutout is not shown on my android either.
Ok, i'll make a test with unlit decal.
BTW, any tips for optimize on mobile?
Here's a comparison of trigs&setpass calls between with decal VS no...
@Llockham-Industries Thanks for the quick fix, the car shadow with Decal multiplicative works in Unity Editor now, it renders well, But after i...
Hi, Is there a way to make a blob shadow with Dynamic Decals following by my car.
I have tried it, but seems there's no multiply decal materials,...
Cool, If you push out dev videos/images, I would be very excited to read them, and try to take thinking about them especially the low-level primitive.
Can't wait to try the Low Level APIs, is there a estimated date?
Sorry for my poor English understanding, i understand now. Thank you very much MelvMay.
(before that i guess the local thing will be of course...
Yes, please check : https://fogbugz.unity3d.com/default.asp?917180_kpct684osf5u90pm
Thanks for the details, it helps.
So i guess my best way is : Manually re-count the center of mass after scale take the scale into account.