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Thanks for the suggestion mf_andreich, but that didn't make a difference. It seems Unity is including this shader either way but simply does not...
I'm using a relatively simple shader to mask out shapes over curvy HUD elements in a mobile game. This displays properly on the device when built...
Nevermind! I ended up getting this to work by doing everything with a vertex/fragment pass and cutting out the subshader bits.
I've had some luck combining two shaders into one, but I'm still quite a newbie in this area. This one's got me stumped. The first shader is a...
Running Unity Pro 4.3.3. I'm attaching a ScreenOverlay script to my camera for various effects (I use AlphaBlend with a vignette texture for...
Like others here, I'm running into this problem in Unity 4.3.3 whenever I run a 4:3 aspect ratio using a screen overlay. It's causing problems on...
That seems to have done the trick! Very curious. In any case, thanks for the suggestion and I hope this helps others as well.
I was happy to read that animation blending on generic types is supposed to have less overhead in 4.3. Unfortunately for me it seems the opposite...
Ah, I think the mystery is solved. When the game resumes from the background, it appears that it calls the exact same Authenticate function as...
arkon, Thanks for the affirmation that things work fine on your end. I tried stripping out everything else from the scene where I call...
Perhaps some additional details would help. I wouldn't mind being proven wrong about anything that I posted. I admit that I only have a high-level...
Hi all, I'm about to release my first game using GameCenter connectivity. I've been using the sandbox to test achivements and leaderboards, but...
Just figured I'd write a quick reply to this since there's not a lot of info on DrawVBO issues. I did eventually come around to a workaround....
I'm gearing up to release my first iOS game made with Unity, but I'm running into a strange issue. I'm seeing that after loading this game onto a...