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You're welcome :) So I had a small look into the project and I think in the end I fixed it with that line: // Use this to resize the game...
Hi Dzoni! It's been a while since I was last working at this project but as far as I remember I wrote some javascript that resetted the...
They are written in your browsers console! E.g.: Press Ctrl-Shift-I in Chrome.
Fix should be included in yesterdays patch Unity5.0.1p1 but unfortunately its not possible to release a game for webplayer with a patch release:...
Yes seems like. Found this in the release notes:...
Hi! I've got a game that has a standard resolution of 960x600 pixels. But in some cases I have to resize the canvas to 800x500 pixels. I thought...
Well seems that it happens just with short sounds in mp3 format for me too. Unfortunately I can't use another compression format. :(
Great :) I just looked at the issue tracker and found that this bug is already reported. If you would like to vote on it/add a comment here it is:...
I had the same problem. Since I needed a quick solution I added a few hundred samples of silence at the end of the clip as a workaround. Then the...
open your browsers developer tools/javascript console. Webgl uses these for log outputs.
Got the same issue. This bug report covers it. Please vote and comment:...
What I remember compressed files are just generated if you uncheck development build in the build settings.
As far as I know AssetBundles are supposed to work! But haven't tried it right now.
Hi! Have a look in the folder of your build. There you should find a folder named "Compressed". Unity uses Gzip compression to reduce the sizes....
Hi! I want to manipulate the samples of an AudioClip. It works fine within the Editor (Platform setting : WebGL) but in the browser all float...
*push* We have the same problem and it would be great to know the MIME types of the .mem and .data files! @sluice : in the mean time we just set...
Hi! I have some problems with Audioclips in WebGL. I have several very small Clips (about 1 to 4 seconds) that where created to sound nice when...