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Same problem here
Well,the only problem I see when debugging my game is this: E/Unity (20007): AndroidJavaException: java.lang.ClassNotFoundException:...
For anyone else having this issue. I finally found a universal USB driver installer here:...
It seems I'm having no luck at all. First I tried with ADB logcat, but for all that to work I must have my cellphone connected, the problem is my...
Hi: I have a problem with my game, it works OK in editor but when in android build in device or emulator all objects are gone, the game works...
You should be banned from the forum for posting this "solution" so freely. Any developer who has other apps using an OAuth 2.0 client will lose...
Nah, I don´t use graph shader, i thought there was a way to do it from Inspector Window top right button -> Debug, but everytime I go back to...
Hi: I know I can go into debug mode on material Inspector, but whenever I change Custom Render Queue of the material, changes won't be saved when...
I almost forgot this. I have tried it in mobile and it's true: SharedMaterial.mainTexture won't change in mobile version.
How??
Hi, guys: After reading a lot, I can't find anyone who has seen this behaviour. I have a long tracker module song file. It contains 1 hour of...
Well, switching back textures on OnApplicationQuit event is not working, but if the problem only exists in editor then it should be OK. Anyway I...
Hi: So I have a procedurally made maze with dozens and even hundreds of instances of wall objects sharing same material. When map button is...
Ok, I found the problem and the solution. The problem was character bones were imported into unity in different axis. Model was ok, but bones were...
Hi, guys: I've been hours trying to accomplish something easy (or it looked like). I have a character model with an animation imorted into unity....
For anyone reading this who needs to enable "is kinematic" temporarily in an object with CCD, you can: rigBody.collisionDetectionMode =...
I'm in this same problem. Though 9 years passed since last update, I'll comment my experience: 1.- If you use transform.position and...
Nah, it keeps happening
Well, the problem had to be in raycast, because now using Physics.OverlapSphere I got it working. Instead of disabling collisions what I do now...
Well, it wasn't the case. Same behaviour. I'm gonna rebuild again using