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Funny. My VisualStudio does not display the .metas at all. In the end, metafiles are necessary for SourceControl and other stuff the Unity staff...
By doing that stuff in the Unity Editor, which takes care of the .meta automatically? This whole thread reads a lot like http://xkcd.com/1172/ ...
Can you not just move all particles with .GetParticles(), move them, .SetParticles()?
http://www.fiverr.com/ There are lots of them. I have no idea about quality though.
I doubt I have ever seen a (PC) game WITHOUT an engine/some technology splashscreen.
Will .transform in Unity5 finally be as fast as caching it yourself?
If you instantiate an GameObject with scripts attached, only their Awake() method will be called, not the Start(). I am guessing you try to access...
Language != RTE. Also, Unity cannot really switch from C# to Java without pissing off 90% of their users.
I just found your thread and link while searching, so to answer: SerializedObject so = new...
Basically you just take two transforms, and then compare the relevant part of the Transform.position. If you move from left to right (on the x...
If you want your jet to move more realistic, you just gotta move it like in reality. Move it forward (transform.forward), not in the direction of...
You are checking if a float is exactly -1, which in reality will not happen - at least not in a reliable way. Use <= -1.
You can use a Layermask with Physics.OverlapSphere, so what you could do is add all objects that should be influenced by your explosion to one...
Why not use blenders auto-unwrap? I used it for the same style to bake AO in blender, and it looks good enough, as you do not need a "good" UV map.
Everyone has read the only 1-3% of all users pay for F2P games. 200k users with 3% paying $2.99 is around 18k - that is not enough for 2 people to...
He is using GetComponent<T>() instead of GetComponent(), so your cast is not necessary.
Use http://docs.unity3d.com/Documentation/ScriptReference/Transform-localRotation.html
As I just found that thread by searching: you need to use .sharedMaterial. As soon as you use .material you create a new instance, even by just...
You can change what editor Unity uses under Edit->Preferences->External Tools.