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Thanks for your help,
It makes sense now.
Can you do empty Custom events? like this...
public void SuccessfulLogIn(int CustomerId)
Is there a way to identify each car in code. I would like to put the car numbers and/or name above each car so I can test to see if the...
I got the latest version of IRDS and I think there are some new issues with it.
* In the loadlevel, you must set the number of...
I can use unity zip
but the compression on zips is woeful. Can you...
I've worked around this issue - any suggestion welcome though as my solution is cludgy. Maybe I missed something vital.
IRDSCarControllerAI.myGridPosition is not set for Player. It is always 1.
Is there any way to completely remove the Player (...
Look like it's IRDSCarControllerAI.myGridPosition
Thanks that worked!
When you randomly assign assign AI cars Grid positions, can I access each AI cars grid positions in code?
I created a trigger box for the end of the lap. When the cars go through it the controller Ai is expecting a tagged object?...
Thanks I can see the values now.
We can save and replay races exactly - I tried using EZReplayManager ( free version ) but it works by saving...
I created a new scene and the IRDSInitialCounter.activateGUI() error disappears. Not sure what i did differently. Random Ai Setting -> AI...
While in the editor I constantly get this exception.
NullReferenceException: Object reference not set to an instance of an object...
We bought 3 licenses of Easy Road on one account.
How can we give the licenses to our other users ?
ANy way to tell that returning has worked ?
I go manage license - > return license and click yes -then unity does nothing. I can still do "pro" things ... like create a LOD and add Bloom to...
Our company has a proxy server that unity can't seem to get through. I'm moving to a new machine and would like to remove the license from...
When I baked a lightmap into the terrain, under the light map window -> Object tab -> Lightmap Index initially sets itself to 255. When I hit...
There something in my scene doing 2 "render to texture" operations - so it means all the models are all rendered three times a frame - so a...