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It's working now!
Thanks for reply.
Camera.WorldToScreenPoint gives the position of the smaller sphere only when the game is started.
But when I rotate the spheres...
I have a large sphere in my Android game which can rotate by touch.
A second smaller sphere is a child of the large sphere and is...
was the solution.
I think it has something to do with the following.
When you rotate the sphere upwards, Rotation X goes from 0 degrees to 90 degrees. Then further...
In my android game I have a sphere which you can turn around (360 degrees) with your finger (up and down around the x-axis).
At the front of the...
I have a gameobject.
What I want is that the size of this gameobject is always the same with respect to the screen height of the device where it's...
I thought that maybe this filesize would be a problem for the Android device, but it's not.
I will try to reduce the size of some...
My Android game is almost ready. The apk file size is about 54MB.
This large file size is caused by some large textures. These textures are large...
That was the problem.
I have changed this line
var ray: Ray = camReference.ScreenPointToRay (Input.mousePosition);
var ray =...
Now I have a delay after touching the GUI button and before Application.LoadLevel("SecondScene") in the first scene but it's still not working....
The first scene:
public var styleButton: GUIStyle;
function OnGUI ()
if (GUI.Button(Rect(10,10,50,50), " ", styleButton))
No it's not an Unity Remote problem. It happens when I play it on my Android device.
Strange thing is that when I disable the collider in...
In my Android game I have two scenes.
The first scene has a GUI button. When you touch this GUI button, the second scene is loaded with...
I changed the script as you suggested and now it's working great.
No, it's not possible to hit both at once. There's a lot of space between them.
I start to think that this code is not wrong but that something...
In my Android game I have a script with this code:
public var Collider1: Collider;
public var Collider2: Collider;
I had also a similar problem with the Detonator explosion framework.
I did what albertoGanAvi said and now it's working fine.
I will try that.
Thanks for reply.
This will help me!