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Hi, not the FBX size is important but the amount of draw calls in unity. The fact that you get less than 20fps shows that the cpu and/or cpu...
Use the following class to determine screen size (in dpi) and whether it's a phone or a tablet. using UnityEngine; public static class...
Hi Nintenjo, I've converted all bsp-files from the original quake iii gold package. Can you send me the bsp-file you arebtryihg to convert? Harry
You will never have a cpu rate of 0% using a rendering engine but you could try to disable all unused script if the scene is ready or render the...
Keeping your gameobjects alive and just disabling them is more efficient than instantiating them over and over again. As long as memory...
Attach the following script to your main camera. It changes the frame rate to 10 frames per second if there is no input and switches back to full...
My guess is that it isn't a glow shader. Have a look at JMO's 'Free MatCap Shaders' in the asset store. The only functionalty that is missing is a...
Light Probes only makes lightning computation faster. Dynamic cubemaps require a second camera and are pretty expensive. Harry
Have a look at this forum post:...
If you're unloading only one asset then UnloadUnusedAssets() won't solve the problem because it happens anywhere else.Did you search the 2D...
I don't have any informations about the MarkedObjects but as I mentioned earlier the first line is more important (number of unloaded assets and...
I would say that your dynamic objects aren'#t unloaded. Try to call Asset.UnloadUnusedAssets() outside OnDestroy or use Invoke("CleanUp", 1f)...
The messages informs you that 0 unused assets have been removed which means that all previously instantiated and even destroyed assets still...
Try to build a version without any dynamic objects and check whether the memory consumption still goes up. The CPU load hints to a problem in your...
Is it possible that you instantiate and delete gameobjects at runtime? How many gameobjects are in your scene at startup (1090 are a lot)? When...
Have a look at the two new scenes (3 FPS - show touches and 4 FPS - joysticks). The joystick controls are a modified version from the Penelope...
Hi rhamoud, the main intention of this type of input control is not to permanently block the view with joystick textures (see screenshots at...
Hi _Max_, the package contains demo scenes for JS and C#. Have a look at the '2 FPS' scene which defines 3 areas for MouseXY, Horizontal/Vertical...
Yesterday I've download 'Unity Projects 02: Tower Bridge Defense (2D Demo)' from the asset store and tested it with InputToTouch. It took my less...
The new build supports key mapping too (GetKey, GetKeyDown, GetKeyUp). Define an area with action type 'Key' and specify the key name that should...