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A friend told me this is still a problem. Lol. Here's my production-tested "reliable PersistentDataPath" code in the end in case anyone else...
Is there a way to change the canvas to be pixel-perfect rendered? I'm noticing it's a bit blurry (in safari and chrome at least).
On Unity 5.5.0p3 on my MAC, selected platform osx Shader "Custom/UV2Test" { Properties { _MainTex ("Base(RGB)", 2D) = "white" {} } SubShader {...
Ok, going to abandon persistentDataPath and just going to hardcode those paths.
I would also like to know if this is possible to set parameters of the falled-back-to shader...
It's not correct to write to the datapath on OSX (and also in principle on windows, because the user may not have write permission to that directory);
I've run the same game several times and sometimes i get persistentDataPath = /Users/stephenlavelle/Library/Application Support/increpare...
ah, a salient response http://answers.unity3d.com/questions/988125/why-is-my-application-pausing-when-starting-on-mac.html
I've encountered a spooky bug when launching my game from steam that doesn't happen when it's launched from standalone 1 : if launched in...
my friend did it by manually setting anchor points, which is a bit gross I think
ok, I think i got it canvas - camera screen space canvas scaler - scale with screen size + match width or height, match = 1 set anchor presets to...
I can't get a proper grip on how the new GUI system works. If I have a textmesh on-screen, what layout/alignment/canvas/transform settings can i...
Ah ok. It was here all along - it's the option to disable it that's a new feature. It doesn't do any worse than 90% of websites (other than...
Hi, Just curious what sort of data is getting sent to unityHQ with the player analytics option? I note that it isn't possible to disable it in...
Got an email from aras which gives a temporary workaround. Thanks, aras!
The adding in/renaming named members trick doesn't work for my actual shader, though (rename texcoord to texcoord1 and texcoord1 to texcoord2,...
the following doesn't compile: Shader "WontCompile" { Properties { } SubShader { CGPROGRAM #pragma surface surf BlinnPhong vertex:vert...
The project's several gb, so I'm not sure I have the time to upload it all, given that it's not super important : (
so, I have a scene with no colliders or rigidbodies - I'm moving a lot of gameobjects about - thbute physics and physics 2d profilers shows...
yaaaay - gonna wait for the stable release, but yaaaay