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Sure looks like there are a lot of customer questions going on in this thread; so I'll do my part and add another one! ;) What I am wondering is...
Eh, so be it. Anyone can get it free here now anyway. Lets call it my contribution to the community haha.
Pfft haha, I'm not that stingy. But hey if someone were to mention me in their credits for using it, well I guess I'll just have to deal with it. ;)
Ack I guess I'm gonna have to give out my secret TimeX script already. :( Alright Time.timeScale "affects all the time and delta time measuring...
Hold on now; yes changing Time.timeScale changes the time scale, period. However that does not mean there is not a way to make the player...
I don't exactly have the time to dig into the code right now, but maybe something like this would work: if(col.gameObject == collided_with[0])...
I got iOS and Android a bit before the free giveaway thing, so that kinda sucked.... But I did not have any issues with the price at the time....
Well duh that is because... uh... huh.... No really, why did the call it JavaScript?
The method for loading new scenes in Unity is Application.LoadLevel (there are however other loading methods that I wont get into here). To use...
Oooh this looks like it is coming along nicely! And it might just be the first thread I have subscribed to.
Well they certainly look as high in quality as the are in polys!
7735 web player 5515 default settings standalone (err huh?) 5685 lowest settings standalone (Say wha?!?!?!) Well, it seems web player is more...
I have never gone through it myself, but you might find Unity's 2D Gameplay Tutorial helpful.
A "timer" does not nessacarly have to be in Update. You could use a yield like so: IEnumerator FirstRequest(){...
It is because you are not setting the "maxForwardSpeed" of your classes instance. In line 66 of your full code you see that the instance of the...
Hey, welcome to the forums! The asset store image looks good! But no photos for us to look at here on the forums? Tisk, tisk. Come on, show...
Oh, well, I guess that works for you too. >_>
You are calling "Debug.Log" in Update. Update happens every frame, so it would post that message every frame; Execution Order of Event...
If you take a look in this thread: RealTime Reflections. You will find that you can use Camera.RenderToCubemap for real time cubemaps.
It is freezing because it can never escape from the while loop: //while still the oldNum keep changing. So lets say oldNum is 2 while(num ==...