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Aww I wish :( Nah I have no training so I basically don't know what I'm doing :D Yep just copy the code from my post just above, paste it in a...
I can't help with that shader but here's my code updated to be emissive, and it also has function to easily change edge colour and width. If you...
This thread is awesome, I really appreciate people posting their code. I was able to use yakdag's code almost as-is. I'm sorry to hear some of you...
Sorry I took so long to reply, I have been away from the forums for a while. I hadn't tried red edges but I modified my shader a bit to see if...
I thought I'd have a go at some dissolve shaders (compatible with Unity 3). The red channel of the noise texture determines the dissolve pattern,...
Thanks andeeee, that's exactly the info I needed. Will this work on all platforms or just Microsoft ones? I would like a way to write to the...
I'd like to include a simple built-in map editor with my game. Making all the controls and everything is fine (the editor is just a scene in the...
I'm very confused. I thought that was the point of synchronisation? So the server could say to all the clients "this is going to happen at time X"...
Update on this topic: So after a bit of fiddling I discovered that the Network.time values are in sync, they're just not equal. I'm unsure why...
I recommend you read the free tutorial posted in this thread.
How are you currently instantiating the cars? Are you using Network.Instantiate? What sorts of things do your car scripts currently do that...
Aha sorry I forgot about that line - NetworkUtility.js is just a script I made, it contains this static function: static function...
Unfortunately Unity 2.x networking is riddled with bugs. See this thread for more information. That said, I haven't given up on Unity's...
I'm using 2.6. Feel free! If you think of a way to improve it, post here :)
I have never had Network.time automatically equal between the server and client, ever. Any ideas about what might be interfering? Did you...
--------------------------- (EDIT) UPDATE: I discovered a better solution than this. I'll leave this post here in case you want to use it for...
I was under the impression from reading the documentation that Network.time was kept the same for all players so that you can easily synchronise,...
Is that right that the yields just pause the function for a couple of game loops? According to the Unity documentation, "The yield statement is...