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My company is using Vehicle Physics Pro, which includes a simple DirectInput wrapper DLL, which we use for Force Feedback. It’s not ideal, but it...
There are a lot of project settings which affect framerate. Things like forward rendering vs. deferred, lighting with ambient illumination, all...
I have the same problem, when first loading my complex scene into the Editor. For me, what fixes that is to run the game, or wait around 15...
This seems to be about two things. You should make a separate thread about compatibility with Mac, as that is an entirely different topic than...
Fix what about it?
The problem is exactly what the error says - look at the red highlighted text at the bottom, in the “Console” - those are the actual errors in...
I doubt you’ll ever get an API, since every different platform has different audio decoding libraries written in native code. For now, have you...
Best I’ve found is nVidia ShadowPlay - it seems to affect game framerate the least, while recording high quality videos. You just have to enable...
Dunno about any tutorials, but what you need is PlayerPrefs. You choose what to save with PlayerPrefs.SetInt, SetFloat, or SetString, and retrieve...
None at all. Assets are only included in the build if they are referenced in a scene, if they are in a Resources folder, or if they are in the...
There are a few points where Unity made some major changes, those tend to be choke-points that keep people from updating. 5.5 was a huge one, so...
My point was, if you’re telling a scene to load asynchronously and then using that call as a hack to access objects before the scene is done...
With VR, you are supposed to make the camera a child of the thing you want to move - you don’t move the camera, you move its parent. And if you...
Perhaps it’s because you were changing objects while the scene was still loading...those changes may end up changing the scene itself since the...
It's a lot easier to load the scene by name rather than index. SceneManager.LoadScene will take a string instead of the index value if you want to...
I managed to massively speed the bundle creation up, but...I'm still not sure why it was super super slow in the first place. To start, my FBX's...
As a followup question, is there a way to make the AssetBundle builder only output the one single AssetBundle file that's needed? I get 4 files...
I’m building an asset bundle out of a single asset, an FBX. This is a complicated FBX, 200 megabytes and around 2500 submeshes (but only a few...
The problem is what you mentioned - “upgrading can be a huge undertaking”. The asset in the store will have the same issues, it may have been made...
From what I can tell from my research, it is impossible to do what I want with the Unity commandline or API. However, I have found an alternative...