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@mikaisomma Is there any update on the new automated payment system? It's been talked about here for over a year:...
No problem. Thanks a bunch for the reply. I'll see what I can do!
I'm trying to use ObscuredPrefs from a script in my Plugins folder, but I get a "type or namespace name `CodeStage' could not be found" error when...
Awesome, thanks. I'll try it out!
That one looks good. How's the performance compared to Glow11? What platforms have you tried it on? Thanks!
Yeah, I tried that one before settling on Glow11 for my game Unpossible. Glow11 was faster. Both looked good though.
It looks like Glow 11 is no longer on the Asset Store. Does anyone know of an alternative that's as fast on mobile and is getting good...
Yeah, this makes me sad. I need to jump to Unity 4.5 for the mobile versions of my latest game. I vote for some people starting their own...
From what I can gather, the DK2 problem is with the Oculus SDK, not Glow 11.
Has anyone made this work with the Oculus Rift DK2 and their 0.4SDK? I use this on the non-Rift versions of my game without any issues, but I'm...
Thanks for sharing that. I'm going to wait on upgrading to Unity 4.5 for now. @SRH - Any fix for 4.5 coming soon?
Hey everybody. I haven't heard back from SRH in a couple weeks I need to get an update out. Has anyone found a way to boost performance on the...
Yeah, the game I'm working on isn't meant for old devices, so I'm happy to go 4.0+. I'll just go that route with it. For other games, it sure...
Does anyone know if there's a minimum OS we can set that will keep this from happening? I.e. is this only a 2.3.x problem? I'm planning on...
SRH- I'm using Glow 11 in my new iOS game "Unpossible." I have it working great on the iPhone 5, 5C and 5S, but I can't get it to be fast enough...
Me too!
This looks like a better way to do it. Still, doing this causes some devices to pop up a "this app unexpectedly quit" dialog. That's really...
After looking at your code again, why did you include iPhone in that? Also, why tell the application to quit for every call of that method?...
That looks like it'll work, but I'd rather not use that big of a hammer. Can anyone at Unity give an update on this? Thanks,
I'm still using Unity 4.3.1, but I have this same issue with my Samsung Galaxy Player 5.0.