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Bug number is 754068. Got an update from Unity saying: "Just as an update, we seem to have isolated the affecting code and are working on a...
It's sporadic; the next time I see it I'll fire an official bug report. Text description: Some of the fonts will drop letters. Throughout the...
2013 Macbook Pro, getting the same thing.
I suppose we could do that too; my biggest concern there is a less knowledgable person on the team not knowing to trigger this special build...
Hey there, I'm writing an editor script that's intended to open several scenes and perform actions on them. That's great; I can cycle through all...
I have a bit of an abnormal setup, and I'm not sure if this is a bug or just "the new way that things work" and I should change my ways. Advice on...
Bug was reported, and this was also posted to the Vive Steam Developer's Forum, but worth posting here too: If you are using VR that doesn't use...
Bump, not working in 5.2.1p3 either.
I turned my response into a blog post, but I'll get a bit more specific: - For spawning cards in, you probably want to "Spawn with Client...
Yep, seeing this problem as well and it's something I can't "work around" so we've basically stopped work until this is addressed!
You could create a holder server object that has a string set as a SyncVar, that's probably the easiest way!
wow, thread necro! ;) http://docs.unity3d.com/Manual/UNetPlayers.html I think that's the new docs that you want, has instructions for new...
It is technically possible but not via UNet/Photon/all the stuff people tend to talk about on this forum.
I've only had luck making it work in "Transform" sync mode, not rigidbody. Try popping it over to that and see if it does the trick for you.
Can't you just send a Command from the player object, and have it create non-player-objects on the server?
Thanks Jeremy. FYI, if you're working on this DropConnection stuff, I'm getting the following logs when I start a server/client (host), and put up...
I could be wrong here but I don't think there's a "client ID" that we can reference anywhere, I went looking earlier. In the new system, there's...
Just switched over to this and it does indeed work better than destroying the MatchMaker object every time ;) void...
The docs are terrible ( http://docs.unity3d.com/ScriptReference/Networking.NetworkTransform-interpolateMovement.html ) on this but I *believe* the...
Our game has objects that transition from being Kinematic rigidbodies, to TimeScale 0, to regular unkinematic timeScale 1 physics simulation. The...