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Version 2.1.0 released, open and free of charge. Updated the top post.
CYOI lets you open an editor within the Inspector window in the CYOI window for safe keeping. Any editors that CYOI has open will stay open and...
I decided to skip v1.1 and take JumpTo all the way to v2.0, because it is so much different from v1.0. The UI has gone through a complete...
For my one and only customer, I have recently resumed work on JumpTo to make it more compatible with Unity 5. I had been waiting on the devs at...
The question of supporting multiple keyboards and mice as separate input devices came up in the comment section of the blog post. For reference,...
I got a Unity 5 beta key so that I could test JumpTo. Well, it doesn't save links to scene instance prefabs or their children for exactly the...
See these links. That should help you get started. Collider.OnCollisionEnter(Collision collision) Vector3 Camera.WorldToScreenPoint(Vector3 position)
I don't work with terrains very much personally, so this may not work well. Could you export both terrains as raw heightmap images and then...
Oh this certainly isn't production code. To clarify, I've never really developed anything for a Google platform. I was just tinkering with the...
Well you are welcome kindly! I'm guessing that all of this will still work for those new Asus boxes that will be coming out soon.
Happy to share. My favorite thing about Unity is the openness of the community. Game development is traditionally so closed off and secretive, and...
Update: JumpTo v2.1.0 released, and is now open sourced on GitHub I had been debating this for a while because I haven't touched either of my...
I'm having a DragAndDrop issue of my own (Mac only, though), and ran across your thread. Found another thread earlier that might explain your...
No problem! Hope it helps. One day, I hope Unity makes some nicer way for editor extensions to refer to scene objects across editing sessions. For...
I had run into a situation while working on an editor tool. I needed to reference GameObjects in a scene across editing sessions in a weird way....
Sweet, thanks!
Hello, I attended UNITE and, at the roadmap session, another developer brought up a feature request that pertains directly to a tool I'm working...
Apparently, on Android platforms, the Back button is mapped as a KeyCode.Escape, and the Menu button is KeyCode.Menu. I've never built a Unity...
Not by default. I was able to change the #if conditions and a couple of other things to get Angry Bots playing with the gamepad, though. Easy...
I poked around with the joystick settings and found pretty much all of the buttons. The buttons in the center are for system use, so they seem not...