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You could change your Start() into an IEnumerator coroutine, and yield return until the object is found, You only need the syncronization at...
Looks like you should make MatchCheck() a coroutine, and "yield return" the WaitForSeconds, the current construct has no effect in MatchCheck()...
It seems that the reason that Unity can get away with this is that their big customers all use Microsoft Visual Studio, which do not seem to have...
Thanks ! You should report the bug and the solution you found, I'm sure it has better chances of getting fixed for next release ! Cheers, /Thomas
Thanks for the optimistic words ! It made me re-test the issue. (filed a new Case 420395). This time I installed 3.4.1 on a vanilla XP, that...
*SIGH* Still not tested very well, I was expecting at least some of the showstoppers to be fixed. In MonoDevelop I still get the error:...
You could tweak the mesh to avoid long sharp edges. Long straight lines do not exist in the real world, only in CG
I'm fighting the same problem, seems to have been around for some time...
You could animate the uivmap Mesh mesh = GetComponentInChildren<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; ... ajust the...
1) the colliders are strictly Unity objects, you probably want to add a mesh-collider component to the mesh. 2) material import from blender...
Well, that still sounds like a collider, and from your description, it is probably 3 units above your target ;-) Have you tried searching for...
Most probable it is another collider that is blocking, I have noticed that colliders can block even if the object is not active.
Check the console for warnings and errors. You should not copy the folders directly, there is a lot of caching-info that has to be synchronized in...
Why has this not been documented ? This is a big change since 2.6 ! I had to revrite my thread code to use Coroutine yield instead, this...
You are exactly right - the script is actually disabled in the instantiated objects. So the issue is not why Update() is not called, but why...
HI, this weekend I started porting a fully functional 2.6 project to Unity 3.0, now that it is out of beta. I must say that Unity 3.0 is quite...
Hi when upgrading a project from 2.6 to 3.0 I noticed that Update() no longer gets called in several of my GameObjects. These were instantiated...
I have similar problems with bumped diffuse shader when importing blend files with a material using normalmap. Works perfectly in 2.6 but turns...
Hi, I have a GameObject with an Animation component containing a number of different animations. What I want to do is create different sequenzes...