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Yeah the funny thing about it is that my unity game resizes properly to 1000 by 800 on Kongregate. Glad it was only the resolution in your case.
I'm wondering if this is possible to do with the games we export in the flash format? Do I have to edit the SWF file or something along those...
ah maybe only I can see it when it's in preview mode? here's the link to the published version. I just resized it smaller and fixed the GUI...
well I've got a preview version of my game working ish on kong, but the screen doesn't resize like it should....
Here's my 3 day entry! (saw the new update and contest on tuesday) Helichopter Flight! Also the GUI is not that great. I've always used EZGUI, or...
Hi guys so I'm having a strange problem with unity on the mac laptop that I bought. It might be something with the mac it self as I don't know...
A thin box collider doesn't allow one way collisions, which I need. I have a regular box collider on the object with the rigidbody component and...
I have a couple of rigidbody objects that use a plane for collision detection and when they're spawned I get the error "Compute mesh inertia...
DURRRR I love when I put in a . instead of a ( ) so this still gives some errors, if (collide.gameObject == null) { collisions.Remove(collide);...
Hey guys, So I'm using an array to apply damage to objects that are in a trigger box. It works great except when they die that trigger box then...
have you set your physics materials on the objects? I've run into this problem and have solved it by setting the friction on my physics materials...
Yeah that could work. I could do a function that takes any damage over time and applies it to themselves over a set interval. I think it'd be...
So I just went over this in class today with my students... The easiest/best way that I've found to rig characters is to 1. make a null for every...
So here's my problem. I want to make an area that damages multiple units over time, only when more than one unit enters the trigger it still only...
It's because your enemies are triggers that they're not working correctly. They need to be real colliders to work, triggers don't really collide...
I just read the other thread as well as this one... just use a plane as a collider. Unity does support one way collisions. even the regular plane...
Durrrrrrrrr. So upgraded to unity 3.2 and the crosswalk 2011.5 same thing. Then tried rolling back to crosswalk 4.1 and still got the same...
So I've done a ton of updates since I first posted this, you should all go check it out again.
all the movement feels pretty good, just too slow, especially the turret aiming. Also the projectile speed of the bullet is too fast and gravity...
I know. I thought of that a couple of days ago... I'll probably add it in an update tomorrow.