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This should be helpful: http://forum.unity3d.com/threads/trying-to-build-a-dynamically-sized-hex-grid.131924/
Maybe something is not being disposed in your scripts? Maybe something is not being disposed when the level is reloaded? For example using...
The name of the attribute was changed at some point, but now it's correct in the latest beta.
What versions of Unity and Xcode are you using?
You can split the loaded scenes that have this problem, and load them additively to distribute the overhead.
It seems to be related to this bug our developers are currently fixing:...
The bug hasn't been deleted, and our QA engineer responded yesterday to your email address:
Open the Unity installation folder and run the Unity Bug Reporter.app, then submit a bug report following these guidelines:...
What version of Unity did you use to build the player?
http://answers.unity3d.com/questions/33683/my-character-falls-through-the-terrian.html
Maybe you are using the wrong path, but also: When AssetBundle.CreateFromFile() is called, the Asset Bundle file is kept opened. If many Asset...
When AssetBundle.CreateFromFile() is called, the Asset Bundle file is kept opened. If many Asset Bundles are opened the app will exceed the...
Have you seen this? http://forum.unity3d.com/threads/simple-node-editor.189230/
Our developers should take a look into this, could you please submit a bug report, including the fix?
I couldn't find a similar bug report, could you please submit one? Reply here with the bug case number that you receive by email.
You can use a flood-fill algorithm, explained here: http://en.wikipedia.org/wiki/Flood_fill Here is what you need in Unity:...
Yes, you can extend the Editor across multiple monitor screens, or undock the windows (Game, Scene, Profiler, Hierarchy, Inspector, etc.) and...
Add them to a List<> and remove the first one after a given interval. Display the list from top to bottom. You can use the GUILayout to ease your...
System.ExecutableAndDlls is the Unity player executable and the DLL's loaded by the player. The more DLL's (usually from plugins) that you load,...