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Is there a way to move the mesh inside the preview. It seems like it uses the mesh pivot for rotations and scaling instead of center.
It looks like this asset might do what you are trying to accomplish https://www.assetstore.unity3d.com/en/#!/content/69041
It looks like you didn't install the android module when you install unity. you will have to reinstall and make sure to check android module when...
I think you first option of rotating the emitter would be doable. You just need to make sure the emitter is in WorldSpace or you will get the...
That is because EnemyHealth is static. That means it will be the same for all instance of PlayerBullet. How is this setup and how is EnemyHealth...
Can you just set Split Stereo Display as a your vr target. I don't believe it has lens distortion. [ATTACH]
Found this in the Manual the other day sounds like what you need. https://docs.unity3d.com/Manual/VRDevices-GoogleVR.html...
Can you just export the project to Android Studio and change the manifest your self?
The GvrViewer is destroyed so that VRModeEnabled is not passed along to the next scene. So I would assume that the GvrViewer in the second scene...
I am suffering through the same issue. On the google vr android sdk there is a method setCloseButtonListener that allows you to override that...
From what I understand canvas have to redraw everything under them when any item needs to be redraw. That means if you have a value that changes...
I agree, Collaborate is not a usable feature without branching.
Based on this https://www.assetstore.unity3d.com/en/#!/content/64218 I would assume its possible.
I would assume just a simple trigger collider behind the head would work.
I tried to find it in the documentation but gave up that hunt but this answer from the answer section covers it....
I know this is an old thread but it appears you can look at your Library files in a text editor and the version is the first readable text in the...
After formatting you code in mono develop it appears that you Update function closes before the GetKeyDown if statement. So you need to move the...
Well it does work in the background but they change the variable name. It is now "GravityWeight" in the curves.
I realize this is an old thread but I wanted to update this since there is now a solution. [MenuItem ("Assets/Create/New My Object")]
@prime thanks. Just to let you know what I would prefer is a function similar to findMatchProgrammatically that instead of passing in the player...