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I've just imported and set up Authentication 3.10 and imported the UI Example samples. However when I open the Anonymous, Facebook and Unity...
Some have suggested that if your game is doing well then you can afford an upgrade to an Enterprise license to take advantage of the higher...
My game Rail Gunner has just been approved on Apple's app store. Later I plan Android and VR versions. The AI for all the articulated robots and...
Thank you so much! I'd tried every other suggestion I'd read online and given up. I'd actually resorted to going to a back up project where the...
This solution worked for me when building for iOS under OSX with Unity 2019.1.8f1.
https://github.com/RunSwimFlyRich/TerrainToolSamples I'll retain the package on the store. It's already had a number of downloads and is a more...
OK, thanks, I'll have a look into it.
I have to admit I'm not really familiar with it. When I downloaded the terrain tool samples I could see that there was just one contributor and...
Some free terrain tools I put together using the excellent terrain tool system included in 2018.3. The hydraulic erosion tool in particular...
Same issue? https://forum.unity.com/threads/artefact-when-blending-more-than-4-terrain-textures.603586/
Thanks for the answer. I'm only using 5 textures and deleting any one of those removes the problem so I'm pretty sure it isn't my content. That...
Painting a fifth texture (the brown soil texture below) causes no problems. However attempting to paint over it using any of the first four...
Just wrote this and it seems to put the compound colliders I've tried it on to sleep nicely. It doesn't consider rotational motion in deciding...
It is strange. I don't think there's any interaction between the colliders in a compound collider object. It's just that they can form a somewhat...
I've been using the DestroyIt SUV model for testing and noticed that the debris seemed to be taking up more of the Physics FixedUpdate than I...
I don’t think the DynamicDestructible script is going to help me here. The dynamic objects I’m creating are entire vehicles, each with their own...
I just tried replacing debris.Disable() with ObjectPool.Instance.PoolObject(debris.GameObject, true); when ActiveDebrisCount >...
I’ve been looking at pooling lately. I’m instantiating new destructible objects as my game progresses and thus none of them are around to be...
I noticed that sometimes damaging my vehicles when they were travelling at speed would result in them almost stopping instantaneously. This lead...