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It worked perfectly. Thanks for your assistance!
They're prefabs, literally just box objects with a script applied. Sounds like it should work nicely. The purchase was fine - just my initial...
@raoul As part of the system I'm developing, I have trigger objects that extend along the length of my roads. Would it be possible to implement...
Are you parenting the prefabs to the canvas (or a child of it) after you instantiate them?
Wait 'til you realise that beta 20 is out now.
There is definitely a use for having no selection. In my app, I have a quiz element that instantiates a prefab with some text for the question,...
I do it this way: Text tempTextBox = Instantiate(textPrefab, nextPosition, transform.rotation) as Text; //Parent to the panel...
I went to do exactly that, uncommented the offending line, and it all works like it used to. No changes made. Maybe I was hallucinating! Thanks...
Has something changed with EventSystemManager.currentSystem.IsPointerOverEventSystemObject() recently? I was using it to block raycasts from going...
Sorry, yes. It was my issue (somewhere - I never actually tracked it down, it was easier to just rebuild the scene with new targets) Everything...
The new version definitely fixes the cross-platform issues I was having. Nicely done. However, now when I view a target, it flickers rapidly...
I had the same problem on iOS too (I'm assuming the NonAndroidFallBack script stops the iOS errors coming up) so I've unfortunately had to remove...
File deleted, errors disappeared.
Literally the instant I import Gyrodroid-minimal, I get the same errors as before.
I've since created a new clean project with just Unity 4.5 and Vuforia 3 (No Gyrodroid) and have had no issues so far. The next step is to...
Disregard my previous message, Unity was having a bad day. I created a new project, using Unity 4.5, Vuforia 3.0 and Gyrodroid 5. Everything...
Hi, I just updated to Gyrodroid 5, and now I'm getting a bunch of errors in SensorDeviceIPhone.cs saying that 'SetsensorOn' and 'SetSensorOff'...