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Thank you very much for that explanation! Guess that means the problem is probably on my end.
For some reason the WebGL build of my game does not work (stuck loading) on safari on itch.io: https://taidowarrior.itch.io/webdemo I receive the...
Yes going up and down both work quite well! Also try doing some Hen techniques: they are good techniques for dodging and counter attacking at the...
Here is a WebGL version, that works with keyboard or a controller. Enjoy! :) https://taidowarrior.itch.io/webdemo
Yes that seems to be the same issue! I'm sorry for the double post, guess I missed it in my search somehow - thank you for showing me that thread...
I used Unity 5.3.1p4 and xCode 7.2
Just wondering why the In-App purchase capability is enabled since I've added UnityAds to my iOS game. When I disable this capability, the build...
My biggest passion in life is a martial art called Taido. As much as I love it, it kind of hurts that nobody else has ever heard of it. That's why...
If you're using 3d versions of everything, then you probably need to prevent the objects from moving into the z direction. I think you can do this...
Yes I found it in the services window. I also did a google search for "rewardedVideoZone" and found code samples in forums - but of course you...
Awesome, that solved it! Thank you very much :) And thank you for the rewardedVideo option: I feel a lot less dirty now that players can choose...
I figured this deserved its own thread. I can't get rewarded ads to work, even though simple (not rewarded) ads do work properly. For some...
I have the same problem as mozis, Advertisement.IsReady("rewardedVideoZone") is always false.
Have you also put a debug.log inside of the foreach loop? Just to check whether damage += dam._damage is called 12 times...
This is the issue I think: http://forum.unity3d.com/threads/unet-matchmaking-europe-north-america-cannot-see-rooms.345065/
You could add a bool canDrag, which is set to true OnMouseDown, and to false when colliding. Then in the OnMouseDrag function, simply return if...
The newest patch release fixes the issue! Awesome, I'm very happy :)
Try screenPoint.z= sr.transform.position.z - Camera.main.transform.position.z;
When I switched from orthogonal to perspective, I had the same problem. Supplying a z coordinate (on top of x and y) solved the problem for me. In...
When using true colour, my game wouldn't run on an old windows phone that I used for testing, so I decided to use compressed. Also, I did some...