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Hey, this asset looks wonderful, thanks for the hard work you put into this! I've done something similar for my project from scratch, so I know...
No, it's not that critical - the "hack" I did in the ApplySnapshot() seems to be quite sufficient for now and we don't use rewind functionality,...
Thank you very much for the fix you sent me - it works - and for your wonderful support too! Just so you know, this fix also solved another issue...
Hey @ludiq, any progress with this issue? I don't mean to rush you, but we're trying to reach a deadline with our game and if there's any simple...
I learned a great bit from this asset - thank you very much, kind sir!
Yes, I can confirm the Record Transform is disabled.
Hey @ludiq I just noticed the following behaviour: Setup: an object has a Timeline which references a Global Clock, let's say a clock called...
Thank you! Some kind of version control is surely used by many Unity developers out there.
I'm trying this out and so far it's without problems. However, is there any way to enable Version Control tools (e.g. Git Support) in this...
Really simple, thousand thanks for sharing! If anyone of you uses Spine for 2D animations and spine-runtimes to run those animations in Unity,...
Would you be so kind as to share this code with us?
Thanks! I, too, don't need rewind, but still struggle with that "Local space" limitation of particles.
FYI, I registered for that forum before searching for this thread here, but when I log into it and click on "Start a discussion" or "Ask a...
Nice, thanks for the update! Do you have any bugtracker, github/bitbucket or anything like that?
Thanks for taking the time to do a thorough test! I've reproduced your scenario and you are right, it works, however! The one important thing I...
This issue still happens to me on Win7 x64, Unity 5.1.2f1 - new instances of Xamarin get opened. It does not matter whether I open "clean" Xamarin...
Great, thank you very much!
I have another problem, this time with particles. I have dust particles that are emitted from the feet of a character when he walks. These...
Thanks for the tip, but the time.rigidbody2D.component is still null, even after calling time.CacheComponents() This might be because in...
I have a problem with instantiation from prefab. I'm working on a 2D platformer where I want to instantiate a shot that should adjust its speed...