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I am seeing the same problems with our application. I tried experimenting with the Screen.orientation thinking if I could just lock our...
So if a user chooses to run a standalone Unity3D Window's app on their Microsoft Surface tablet, how do I as a developer lock my application to...
If you convert your movies to AVI and let Unity internally convert them to ogv, it seems the duration works. This is what I did to fix the...
Sorry, I meant Application.Quit Decided to just spam the user with the popups instead of quitting. Forcing an exit seems way too volatile anyways.
This doesn't appear to work. It seems to cause this exception when I signal the Unity code from the XAML code to call Application.Exit: A first...
Ahh, sorry, you are talking about quitting from within Unity? Ok, that's an idea. I have been trying to quit from the XAML code.
So any reason why Unity crashes when I try manually exiting the program then? Is there some extra step I need to do?
Do you mean Application.Current.Exit() ? I don't see an Application.Quit()
I remember that, but once I started researching the trial mode I came across this:...
Hi. I added a trial mode to our game and I am having some problems forcing an exit when the trial mode has expired. Originally I was getting...
Hello. I am using Unity's MovieTexture class to display movies on objects in a 3D scene. The one problem that I cant seem to solve is: When...
So it turns out that if I disable the endcap (by setting it to null) OR call StopDrawing3DAuto before I destroy a VectorLine, it leaks materials....
Hello. I just started using Vectrosity and its a pretty slick plugin. I have one small problem. I loadup lines when entering a level, and I am...
So we have a game that plays movies onto textures. I have had great success using native code plugins to play the movies, but I am having a few...
Hi. I have tried e-mailing that address twice now and it comes back rejected after a couple of days. I forwarded the problem to an IT on my side...
A quick question hopefully. When we submitted our unity game to the Apple Store we received this error: Unsupported Architecture - Application...
We have no plans on supporting the ARM platform currently, just the x86. Even so, we would need an x86 version of your plugin that is compiled...
So I read that when porting a UNity game to the Win8 App Store, native code plugins must be rewritten using WinRT. I found this link:...
Has any of this legal mumbo jumbo changed? I ask because using the Pro version I published a PC version of a game, and the engine did not include...
Why is this a requirement on the Mac, having those copyright credits? I dont remember them being on the PC version we published.