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For anyone visiting this thread now, using foreach is ok - it does not create unnecessary allocations anymore, and the difference in speed is...
This is happening to me too on Mac. It's v frustrating! Update: For now I've gone back to Script Inspector 3 (which is very good also, and...
Thank you! Been trying to find the problem for hours now!
Done! Case 876653 - thanks.
Thanks. I've done some further investigation and when I render the bounding box it renders a line, not a box. I'm outputting the bounds of one...
I have lots of single characters of text arranged in a grid formation, sometimes 30x30, each using a Text Mesh component on a different gameobject...
It looks as though it is if you look at the votes.
For me it was a case mismatch between classname and filename - case has to match. Funny thing is that I can't remember changing either the...
I fixed this by setting the Floor quad's z scale to 1, previously it was set to 0. I'm not sure how it got set to zero, but presumably RayCasts...
Ah yes, closing the Animation tab. Pretty straight forward and obvious when you think about it really. :eek:
I have a bunch of audio files used in AudioClips in the game. When I do an iOS build using Unity 5.4.0b14 the audio assets are reported to be...
Silly me, I should I said I was using 2DToolkit. I'm using Unity 5.4.0b7 Odd that it would try and cast shadows if there are no light sources,...
I'm making a 2D game and on every sprite, naturally, there is a MeshRenderer. The MeshRenderer component has lots of options relating to lights...
Apparently it's a known bug as my report has been marked as a duplicate. Hopefully given how serious the bug is it'll get solved soon.
I have a problem that I think is a bug, but I'm posting it here because I'm not sure if I've done everything right. I have Unity 5.3.0f4 pro,...
I'm getting an issue with the latest photon from the asset store: Assets/Libraries/Photon Unity...
Small report project - you mean like a public one in github? (If so, yes, sure).
I'm trying to draw into a few renderTextures in the first frame of my game using just one camera (and then deactivating everything). It's working...
That's not a bad idea! Good thinking. My problem is that I cannot work out which object(s) is/are taking up so much of the GPU time on a mobile...
Is there a Unity Asset that allows one see the game object hierarchy and activate/deactivate gameobjects in-game ?