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How do you connect Blue Stacks to Unity? Been looking for this solution for a while.
Sent an email to their help line, to their managing director, and used their web based message system. I heard back from them last Friday and the...
I am trying to use an extension called Export2Canvas which will convert my Unity WebGl builds into HTML5 but when i try to build with it, it says...
Couldn't be that simple. Could it? Been wracking my brain and the interwebs for 2 weeks on this.
Outpost L5 is in the final weeks of development and we are looking for some play testers before we go live at the end of the month. Must have...
I have the same error: GL.End requires material.SetPass before!
5.1.2p3 fixed this guys
Hi @Jodon : here is the bug that I got AAS version 5.0.3 got bug that can not create a reference to a scene AAS version 5.1.2 got bug that load...
@Jodon : I received your version via email, and used it with Unity 5.1.2, but it's still very buggy. There are gameobjects in a scene that get...
Thanks Jodon, it would be great if you can send me the dll sooner, for now I also got a bug that break undo feature in editor
hi, there is bug in your latest version, let's say my scenes are arranged like this: - A -- B : Baked into scene -- C : load additive -- D :...
No I haven't, this is likely bug of Unity
No, there is nothing news yet, I also didn't have time to fire bug report, you are welcome to download the project from the above link and fire a...
Yes I did
Hi, I have an .pvr image generated from texturetool command which is shipped with Xcode 6.4. The texture look ok when preview it in Finder, but...
@Bento-Studio I think you can start by making the tool team-workable, mean I can create the animation on my machine, push it to git and my team...
Thanks Stein, what a pain in the ass, this is great 2d skeletal tool, if the developer improve this, I will buy the tool immeadiately
Hi @Bento-Studio : I saw this comment on Unity asset store Is this still true? We're working in a team using Git, can I set up a prefab and...
I've just figured out one more critical thing, if I set the non power of 2 image as RGBA already 2560 * 1600 * 4 / 1024 / 1024 = 15.625 mb Then...
Here is more information about the test I've done: 1/ Old 32-bit devices like iPhone 5C: Non power of 2 image: 2560x1600 (RGB) = 2560 * 1600 * 3...