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Thanks Dextozz, I'll give that a try instead.
I will check that out. I had read up on it a little before but wasn't sure if that would work. Thanks!
So hopefully I can explain this correctly... I'm making a dialogue system that can activate quests and change the quests value. I wanted to be...
Looks awesome! For some reason though it reminded me of that old Michael Douglas movie Falling Down...not sure why but, if you're ever looking for...
Looks interesting. Downloaded Akiro on my iPhone and enjoyed it. Great job. Definitely be following this one.
I like the outline myself. Looks good either way though!
Looks great, keep it up! I'll have to check it out after work later but good job man.
Congrats! Looks good, I'll definitely be checking it out when it's released.
Damn, this looks amazing.
You had me at World War 1. Looks amazing!
Looks pretty amazing as is, I don't have any feedback for you other then it looks great. I'll be sure to keep an eye on this. Also the 'no...
I wouldn't worry about the 'R'. Alright, do I want to tell you that I hate you cause this looks awesome and I wish it was my project? Really...
If I were you, I would check out the asset store. Something like PolyNav might be exactly what you're looking for with minimal setup.
Hey, So looking for a way to have multiple cursor textures, for example if you move the mouse cursor over an item it goes from an arrow to a...
Hello, So working on a 2d game and am running into a bit of an issue. Not sure if there's a setting I'm missing, but whenever I copy and paste a...
So, having a brain fart at the moment. Imported a sprite sheet into unity. Cut it up into multiple sprites, then dragged them onto the scene and...
Also, I just realized the title for this post is a bit off...darn.
Having a brain fart tonight. I have a sprite sheet I've imported into Unity and cut up along the grid and made the animation for it. It's got the...
I'm in, keep it up man.
Seemed to have found a working solution, so far, by adding: if(Input.GetTouch(i).phase == TouchPhase.Moved){ ballMove.moveUp = 0; }...