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I'm having the same problem too.
Thanks. We've had people thinking the app has crashed due to the long delay, so I'll submit a report.
I've always had trouble with horizontal sliders controls on the iPhone too. Sometimes the slider thumb won't respond to a tap if it's at the end...
We're finding that the iPhone keyboard is very slow to appear the first time it's accessed by tapping a textfield. After that it will appear...
I am getting news and update emails but there was nothing about the beta. I've sent a message to sales as suggested. Looking forward to trying...
I ordered my upgrade to Unity 3 on March 22. Should I have received the beta info by now? Thanks.
I know Unity will automatically add the iPhone and iPad app icons to the Xcode build, but should we be adding other icons as described in this...
I guess this will be one of the big improvements in Unity 3 iPhone. I'm hoping to get my beta access soon. UPDATE: There are other discussions...
Thanks for posting this info. Unfortunately when I try to build I get the error "was built for 'armv7', but device requires 'armv6' or compatible...
Hi, We've already announced our new iPhone game Looped on the forums so I won't repeat the existing post, but we now have a playable demo of...
[img] Russet Software's first game, Looped, is now available. For more information visit our site at www.russetsoftware.com/games/looped/ or go...
On a related note, we had a moment of confusion when working on our iPhone game recently. We have a full and lite version and were puzzled when...
I've suddenly started getting this error too. The audio still plays but it's worrying to see errors in the log file. In my script I set the volume...
I wonder if there will be a Unity update to handle the issues with Xcode.
Did you have any problems creating the final app? We've had quite a lot of trouble since the iPhone OS 3.1 update. Unity doesn't seem completely...
PlayClipAtPoint looks useful. I'll try it out. Thanks.
I'm working on an iPhone game where we don't want positional sound. At the moment I can think of two approaches to this: 1 - Use mono sounds...
I've been getting SIGBUS errors too since upgrading to iPhone OS 3.1 and the new Xcode. I thought it might be exception errors but the scripts...
I've worked around it by using audio.volume = 0.0 in my pause function. This shouldn't cause problems with processor use because everything else...
Thanks. I don't think that's the problem here though, because audio.Play is being called some time after the clip was paused.