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Did you make it work?
Yes I was launching as root. Trying it with a new user yields the same results.
Hi, I am trying to build my game from the terminal on a ubuntu 18.04 vps. Well it doesn't work. After the license loading it simply stops. It...
Well I couldn't get x forwarding working with Unity Hub so I went the brute force way and temporarily installed a desktop environment and remote...
Could you elaborate on the x forwarding process? I can start apps like xcalc and xclock on my vps and see the windows on my windows machine. But...
Fixed it. I assumed the load path needed the [BuildTarget] variable too. It doesn't. Removing that part fixed the issue and I am able to load...
Hi, I followed this tutorial https://docs.unity3d.com/Packages/com.unity.addressables@1.6/manual/AddressableAssetsHostingServices.html and it...
Thank you!
That didn't fix it.
It seems that if I chose the playmode script "Use Asset Database (faster)" the error occurs. But if I chose "Simulate Groups (advanced)" it works.
I just updated my addressables package and suddenly sprites wont load anymore. All the other objects are fine, but i get InvalidKeyException when...
My goal is to move a unit as close as possible to a building. The problem I'm facing is, that if i use the center of the building as the target...
Two things come to mind here. First, you only cast against objects on layer 8, which means if your wall is on another layer it will be ignored by...
Hi, I'm trying to override the default UnityPlayerActivity with my own implementation. The problem is that instead of overriding the default...
Shader noob here. I wrote myself a billboard shader: float4 vertex = i.vertex; float2 camera = mul(unity_WorldToObject,...
Hello, i got a Weapon which does not have local authority and this code attached: public class Weapon : NetworkBehaviour { [SyncVar(hook =...
Scaling down the uvs did the trick, but it feels wrong :P
Hello, i got a plane (200x200 units, ~20000 tris), uv mapped on this textureatlas. At about 80 units from the camera a bug appears where the uv...
I guess if(!networkView.isMine) { enabled = false; } prevents it from recieving any RPCs / Serialization on another client. Maybe for testing...
ViewIDs are created either on scene load or are allocated by you. If you use DontDestroyOnLoad on your player gameobject then the networkview(ID)...