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I've looked at the project a bit, and I think something is wrong with your dependencies settings when you build asset bundles, I succesfully...
Simply amazing!
You better ask sales to be sure.
Try updating your graphics drivers.
You should make a bug report.
I think you need to use http://unity3d.com/support/documentation/ScriptReference/BuildAssetBundleOptions.CollectDependencies.html , when building...
rest.xxxxxx.com cannot be found, you won't get a clearer answer, on standalone it probably works because it's located locally. But when you put it...
Like andorov said, you need to have a shader with Culling Off, see here - http://unity3d.com/support/documentation/Components/SL-CullAndDepth.html
Yes, this depends on the camera position. Well the less materials you have, the better draw calls will be batched. And of course the less polygons...
See this thread - http://answers.unity3d.com/questions/11680/how-can-i-make-a-custom-inspector-for-this-object.html , it explains how to do a...
Depends on what language you're using, in C# you simply declare variable as public, and it should be visible in the inspector.
Try opening PlayerSettings.asset with hex editor.
Yes, it should be possible. And I saw many people did this. Basically you write a native plugin, pass a texture handle to that plugin, and you...
You're wrong I am afraid... This is the nature of physics calculations, and this is the expected behavior in all good physics engines. You need...
You probably deselected a layer, look for Layers button at top right corner of Unity Editor window, click on it, and check Everything.
It's not a bug, you probably haven't included a specific script when you were creating an asset bundle. So when you load an asset bundle, one of...
This means, you have deleted a script somewhere. You would get the same behaviour if you do the following: * Create game object * Create a...
If it's an assembly dll, then yes. On Windows there are two types of dll: assembly dll with managed code inside and dynamic libraries with native...
Try running Unity with OpenGL, you need to pass a command line argument -force-opengl, maybe this will help...
Well, something is wrong with gfx api, too bad the editor.log doesn't say anything. Here's another solution, try running Unity Editor with opengl,...