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This is new to me, thanks for the information! From an article which describes the findings of Daniel Pohl. (sorry, I can't find it at the...
The main reason for realtime raytracing vs. rasterization is the linear scalability on multiple CPU's/cores of raytracing technology. In short:...
Is there a way to do the Unity "scripting" in native C++? (ok, then you can not call it "scripting", but I think you get the point) I know...
I'm not sure, but isn't Unity implemented as ActiveX control in Windows? It should be possible to load the "Unity-ActiveX-plugin" in any...
Oh, I can see it is DirectX 9.0b instead of 9.0c. Does it matter? Is 9.0c mandatory?
DirectX 9 is installed. dxdiag can pass all test's successfull. (see attachment)
I have tried to send a bug report (pure webplayer installation on Windows 2000) but I can not attach screenshots. So here the attached screenshot...
If you right-click an application in Mac OS X there is an entry called "Show Package Contents".
From the software-point of view the scripting part is not the bottleneck - but the engine itself. The engine is written in C++ for highest...
The Java extension is .jar so just double click the arbaro.jar file.
Wow, many people! I didn't think it's that big. Thanks for the nice impressions.
I still have hope in Xcode. There is a Mono C# plugin for Xcode. Did nobody tried this?
You can use the 30 day trail till this issue is solved. http://forum.unity3d.com/viewtopic.php?t=7064
You can debug with Visual Studio? You mean with Parallels? Could debugging work with Xcode? Or at least the editor with code-completion?
I suppose you have both! :wink:
Low prio but just to mention it: - the terrain picture does not show up correctly on Safari (but works fine in Firefox)...
Congratulations to Unity Technologies! This is really a great piece of software! Me too. In fact I just wanted 2.0 and now I have paid 50 bucks...
Unity 2.0 feature: "Arrays of classes marked are now be shown in the inspector and are serialized. You simply have to give the class the...
Well, the only cause I can imagine for marking a member as NonSerialized is that the member is already marked as Serialized. But maybe my...
Oh, I see. But if you have to tell Unity explicitely to not serialize a variable then maybe Unity already has marked the classes as seriazable. Hm?