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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
@Rich_A I have been subscribed for over 2 months and I never received an email from your website. I checked my spam folder as well, nothing...
@Rich_A I take it from your post that you are the owner of the GameJobForum site.In which case, I'd really love it if subforum subscription sent...
I have been a freelancer for the past 5 years now, and 80% of my contract work has been generated by these forums. Unity Connect has shut down 80%...
I haven't posted in these forums in a while now, but today I feel like I have to. I have been a freelancer for the past 5 years now, and 80% of my...
Added gameplay video and teaser trailer.
Thread updated, new screenshots added.
Thread updated with Pilot screenshot.
Thanks for your constructive comments theANMATOR2b :)
And yes, a trailer is on its way ;)
Thread updated with Character portrait screenshot.
Thread updated with new screenshot.
Glad to hear that :)
Stay tuned, many more exciting updates are on their way!
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Greetings to Unity's Community.
We at CREAT3D Productions are proud to announce our company launch title Stellar Codex. The game is still in...
I sent an email.
My contractor bought Silverlining two days ago and I've been implementing it all morning. I'm almost done, except for one issue / bug. At...
If you're using DontDestroyOnLoad without caution, it can also lead to Memory Leaks.
Depending on what type that var is, it could be the source of your problems. Flush all static data between scene loads.
Refrain from using static variables.
Depends on how you measure time. It's not a floating point accuracy issue, since floats are perfectly fine in measuring values in the triple...
Yes, you can do runtime compilation using standard libraries. I think that you can't compile UnityEngine specific code though. I haven't tested it...