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After much experimenting its become clear to me that calling GameObject.Destroy on a networked object on the host is the same thing as calling...
I'm getting constantly failing builds as a result of "Operation timed out" errors while accessing the SVN. This was somewhat consistant with...
I figured out the problem, if a gameobject contains a two scripts with different execution order, it breaks the scene..removing the scripts don't...
Today after a few builds, suddenly script execution order is being completely ignored in builds. I've tried removing all the scripts from the...
Still an issue, randomly happened to my project as well, only in standalone execution order is ignored.
I figured out a rather convoluted solution, that I'm happy enough with, it does use OverlapAreaNonAlloc but it does it by pre-calculating where I...
Something else I'd like to see, that is included in almost every other game engine is an ignore parameter for these functions as well, so you can...
very much agreed, honestly I was shocked when I first started using unity that they didnt do this, and very happy when I saw the new 2D calls have...
I think what you are misisng is, the array should be allocated outside of the function call, and kept around for the life of the object that is...
I'm working a 2d prototype that has some of the same features and feel as Zelda:Link to the Past; Right now I'm trying to get pushing to work...
After talking to a friend he gave me a pretty good solution but I'm still implmenting it. He suggested writing a shader that has a vertex limit...
yea, I'm recycling memory as much as I can (infact all of the above methods excluding the first one dont cause GC issues), that method will not...
I've been working on a 2d sandbox game for awhile now and after trying just about everything I could I still haven't found a good way to manage...
I really suspect its related to the DLLs included in the project, there all .net libraries but I dunno anymore *bang head*
anymore advice would be great, even if its just a shot in the dark, because thats basically what I'm down to now.
I tried a 64-bit only build, still no luck.
I do not, but I could set one up, if it doesnt run on VM its completely pointless anyways thought
running it on VM pro unity. I tried to install 'libc6-x32' package, says it couldnt locate it for whatever reason. I built for compatability so...
I tried installing package 'libc6-i386' thinking that might do the trick, no dice
I think the problem is related to using 32-bit libraries, with a 64-bit build on a 64-bit ubuntu build, is there a way to install the needed libc...