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The confusing part for me is that I get the same error in the Javascript console when I try to call the coroutine from Update using the following...
I am calling a coroutine like this: StartCoroutine(SignInFromWeb()); And it looks like this: public IEnumerator SignInFromWeb() { yield...
I have a player login sequence that uses coroutines, because it uses some calls to a server that perform sequentially. It works fine when I log...
AttackMVP is an instance of the class Piece, which inherits from MonoBehaviour. public class Piece : MonoBehaviour @kru - that is very...
I have a really weird thing happening that I can't figure out. I set a variable _redTeam.AttackMVP, but then when I check the results, the...
It's just a plane.
Bump - any ideas on this? I even tried Unlit/Texture as a shader, and it still does not tile properly in WebGL.
Screenshot attached.
I am building my game in WebGL. I have a 100 x 100 texture that I have set to type Advanced (non-sprite). I have a material that tiles the...
OK thank you!
Hi again @alexsuvorov . I had the client try it without .htaccess through the proxy, and it still gave the same error popups. Any other ideas?
OK thank you so much! I'm having the client test it, and I will let you know.
Attaching a screenshot of the errors.
I have a client who needs to run their web browsers through proxies, and our game is deployed through WebGL. When run through a proxy, Unity WebGL...
OK great, thank you!
Is it possible to trigger an event when a user clicks a local notification in iOS? I am letting the user know that it is their turn in a...
I have a set of sprites that I am animating to make them flash - so I just alpha them from 1.0 to 0.0 and back, in a loop. For some reason, when I...
OK. I was a couple of versions behind, and there were issues with the center of mass and rotations. So I think that was part of my problem. My...
I want to have a 2D object bottom-heavy, so that it is affected more by gravity from one end, making it lopsided. I tried to do this by: 1....
I figured it out. I wasn't actually setting the GUI.matrix. Here is the code that works: Vector3 tOffset = new Vector3(0.0f, 0.0f, 0.0f);...