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Is there any documentation on Unity about Sockets? I mean, its .Net / Mono stuff, didn't even know there were documentation on Unity about them. I...
Didn't report. I did some digging and it looks like asynchronous sockets and SocketAsyncEventArgs have been somewhat "ambiguous" since long ago -...
Replying as a new post instead of an edit, since I believe this actually is an answer. I have updated to Unity 5.3.2f1, and the problem...
I am importing a code that uses SocketAsyncEventArgs into my project, using UDP. The socket is of datagram type m_Socket = new...
Recently, I've managed to somewhat configure McAfee (if you're using it) to ignore the .dll and .mdb files. If you try to do it, you'll notice...
That being the case, then I take back my being defensive and say sorry. But to make it clear, I have not rejected a possibility by using the...
No need to be aggressive, man... and also, I think the deepness and meaning of the word prototype (first post) slightly differ between us. Or...
The game is basically a top-down view game based on exploring a big map. Now answering what I want to achieve is kinda of tricky, since I'm really...
I don't like to have two, let alone three consecutive messages, but since this is new information, it might be better than simply editing the...
After 6 hours of adventure, I gotta admit that building the RakNet dll with Swig and VS Community is taughtfully frustating experience, let alone...
Most likely non unity, but that is not set on stone. I've read around that it is tricky to achieve parallelism in Unity, and since you won't be...
Hey there! First of all, I'm sure people will have asked this around before. I also googled for a while, but my lack of network and licenses...
This might help someone else who's having the same problem when using unity with McAfee: - Turn off On-Access scan. Yeah, you paid for that, but...
Hello there! I've decided to try to come up with a package of scripts for use with Hexagonal Tiles. Of course, this is not hard to implement by...
So, I have a game with two scenes in my game, main menu and gameplay In the gameplay scene, I have an UI canvas. I made this canvas a prefab. I...
To be destroyed by hand is relative. If you created them by hand (on code), usually you'll need to manually unload them to avoid memory usage to...
Usually, in programming languages, the first couple or so parameters for methods and functions are, in the very low level, stored in registers (as...
If I recall correctly, you need to use Destroy(Texture) to unload them from memory. The same goes for materials and meshes. Be careful with...
In case anyone was interested, I did a mockup scene with a few cubic buildings. I used two different meshes. One for the building and shadows...
I'll keep that in mind, thanks!