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What's the correct way to update PointOctree and BoundsOctree when changing objects position, rotation and scale ?
I remove objects, apply...
Why does unity chosed to use octree and kdtree instead of r*tree or stltree ?
Where is the shadergraph window ?
Don't use keyboard in your editor. Code is scewed up by Alt Tab shortcut.
It don't compile with a blank project set to build webplayer with unityad imported from asset store but not used : Only one empty scene + unityads...
I made a game where the player lose a lot, something like in Flappy Bird, so the main GUI screen is displayed every few seconds and so the...
/* code */
I'm sure it don't work anymore on Wiko Cink Slim with 4.6.1f1.
It just crash before unity's splash screen, even with a blank project (1 scene, 1...
Solutions I've found on the web talk about JDK_HOME. Google is definitly not my friend.
Error building Player: Win32Exception: ApplicationName='javac.exe', CommandLine='-bootclasspath...
It solves the problem, thx. But there is a new one :
Failed to compile resources with the following parameters:
I've just installed 4.6.0f3 and downloaded unityads from asset store and I get this error :
Now I do this in the OnInspectorGUI and it works fine :
GUIContent content = new GUIContent(AssetPreview.GetAssetPreview(brick.gameObject));
You never check if the collider belongs to the ennemy or the character you are controlling...
The object exists as it's dragged from the project view.
And it don't even works with component's gameobject, renderer, meshfilter, material,...
As the title says, AssetPreview.GetAssetPreview always return null. Why ?
if (evt.type == EventType.DragPerform)
Very nice !
Post it on facebook. They have a SDK dedicated to unity with facebook data access and facebook store system....
What are the physics equations ?
I need to know them to use them on the client side.
So, how does unity physics handle those functions :...
EDIT : I solved some bugs. But I still have problems.
If I constantly change my direcation, the server update my position and everythings...
Is there any way to set texture pixel in shader ?
I need to save the pixel shader result to use it in the next frame.
I tried this but it...