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It works well on iOS / Android / Windows but not for Windows Store. Here is how I load my asset bundles from local storage. WWW l_www = new...
Hello, Using Unity 5.2.3.p1 on Windows 10 my game runs fine with the standard Windows build. When exporting to Windows 10, I can launch the game...
Hello, Using Unity 5.0.1.p2 I can change the Ambient Intensity settings in the editor and see realtime changes. When I build the game, the...
Thanks for the information. However I think there is still something wrong on Android because I tried a Garamond font and using the Bold option on...
It's the "Bold" mode setting of the font that makes the bug on Android (works well on Windows)
So aren't there any built-in alternative to TexturePacker for my purposes ?
Got the same problem using the new UI from Unity 4.6.1.x and 4.6.2.f1. The application runs differently on Windows and on Android. The font is...
Hello, I read forums about the subject and can't find a solution avoiding the use of third party tools like TexturePacker, so maybe you could...
I have the same problem. Did you find a solution ? Thanks, Bernard
Hello, Update: the 'Mac App Store Validation' check seems to don't be mandatory anymore to be accepted on the Mac App Store, my application is...
This is a runtime error. Edit: Bug reported.
Hello, Here is a log error I get for Windows Store Apps using UnityEngine.Windows.Directory.CreateDirectory: CreateDirectory...
Got nearly the same problem using Unity Pro and a Windows Store App build: Is there a workaround please ?
Everything goes right until I reach the line: URL to download is:...
Hello, My game runs fine on Windows and Mac. When I start it on Windows Phone 8, I have the following error. Can you help me find a solution ?...
Windows Phone 8: FAQ Why am I getting errors like "type `Foo.Bar` doesn't exist in target framework"? It's because Windows Phone 8 uses a...
My Windows standalone player runs fine. The game runs fine inside the Mac editor but crashes in the mac standalone player with only this in...