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Is there anything built in to return all points (or at least edges of triangulated regions) within a range of the Agent? I want to display an...
I was able to confirm it is an issue with OpenIAB. I installed it from the appstore alpha page and purchases worked right away.
Yup I took a look, going to try installing it as an alpha build through google play... since it seems if you install it with unity it doesn't know...
I've been getting the infamous Problem setting up in-app billing: IabResult: 3, No suitable appstore was found (response: 3:Billing Unavailable)...
Ok so basically consume it the moment it's bought then track the count on the user's end?
I'm struggling with nearly all the elements of setting up IAP's for android. I know I can create packages of items (i.e. buy 5) but I don't know...
In the meantime, is there an easy way to wipe out the Vectrosity lines or do I have to call destroy on all of them? (I assume there's an internal...
Because I'm a pest. I've noticed when I use Application.LoadLevel() it seems to not remove the things I've drawn in my scene. Shouldn't all the...
Ah I got it. Thanks Eric, top service as always.
Well... I was using Draw3D and a Vector3 array, does it also need to be rendered in world space to ensure proper scaling?
Alright... what about scaling. I know MakeText does a certain size font, but it seems like the whole setup doesn't scale very well to resolutions....
When using MakeText is there a way to center the text to the screen? (Or center it to some position?)
By massive worlds I'm envisioning something like Planetside 2 where you have incredibly large maps with large (>300) players at a time. Can Unity...
I've been using Unity on Linux for a while now. The Play on Linux script works. The biggest issue is with Mono, which I detest. However, with .NET...
Is it moving very quickly?
I'm doing the following: foreach (RectTransform r in VectorLine.canvas.GetComponentsInChildren<RectTransform>()) { if (r.gameObject !=...
Is there a fast method for removing all currently drawn VectorLines? For instance if I delete the VectorCanvas and VectorCanvas3D will this also...
Well in C# convention you do: class MyClass : MonoBehavior { private int _coins; public int Coins { get { return _coins; }...
Well... I'm working on a custom collider setup that essentially tries to break the vector line in to a set of polygons and then creates polygons...
I know proper and structured programming would state that all variables should have getters/setters, but in the Unity3D environment is this...