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Hi everyone, Here is the problem : i created an asset import script to add events (AnimationUtility.SetAnimationEvents) to fbx models, this works...
Problem solved : struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; fixed3 viewDir : COLOR; }; It turns out...
Hi there, I have a shader which uses per-pixel-specular and worked fine when target SM 3.0, but the specular will disappear if change shade model...
Ok, remove the prefix "lib" solved my problem : change this line [DllImport("libMyPlugin")] to [DllImport("MyPlugin")]. here is what Unity...
Hi everybody, I have a .so plugin which worked perfectly in 4.3.1 and now since updating to 4.5.2 everytime i start the game on Android it prints...
Hi everyone, I have an effect which updates when visible (15 FPS is good enough), it works fine but it produces garbage (about 2.3KB every frame)...
Hi there, I have a test device (Android), its real screen size is 1280x720, our game performance on this machine is far worse than on other...
Thanks for your reply, Graham Dunnett, Downloaded file works fine but still WWW reports a size which is different from the real file size, bigger...
Hi there, Today i found WWW downloaded file size is not same as expected, but www.error reports no error? why is this? is there other way can be...
Hi everyone, I have a scene which is lightmapped with beast, it's all fine if load with Resources.load (local resource), then i find the lightmap...
Hi everyone, Is it possible to remove all model normals after baking? since the normals are no longer used why don't we remove them to get a...
Thanks for your reply, your reply confirmed the truth i found below : stackoverlow.com : Maximum amount of open files on iOS, in this thread...
Hi everyone, I have 350 asset bundles need to be loaded into scene (all with 'CreateFromFile'), total size on disk is about 9M, works fine on...
Hi everyone, I find that SphereCast will ignore collider's scale while RayCast and CapsuleCast won't, is this a bug? the collider is a...
Hi everybody, Is it possible to load baked NavMesh.asset at Runtime? So far its ok to load NavMesh.asset via Resources.load, and loaded...