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All the warnings, most the bug fixes, and all the alpha tasks are done. A package file link is included on this page....
I’m proud to announce the first alpha release of Artimech (ver 0.1) an open source visual scripting system. It’s a Unity3d editor plugin that...
A demo game for my portfolio. I'll fix a few bugs in the next couple days, but it's stable and a fun play. [ATTACH]...
I have multiple animated characters in the game we are developing. I'd like to know if there is an easy, or even hard way to clone mecanim...
I set up some lod groups hoping to improve performance, have a ton of objects viewed from overhead, but my saved by batching dropped to near zero...
Working on a unity project, and I build. I don't want to replace the xcode project but append it, but replace is the only option. How does...
So you basically want player movement relative to the camera?
Make a temp Vector3 and put your "player's" y component in it and then do a look at using the temp Vector3.
I upgraded an older project to Unity 4.0, and upgraded to 2dtoolkit 2.0, and I get spammed by this error for all my sprites:...
Here is an example of outputting debug text. I'll package up and give it out for free when I get it a little more along, with sizing and maybe...
I look forward to it.
I was thinking of double buffering the list. Have listone and listtwo. Render the new one, clear the old and then switch. Ugly though.
Basically this code works. The problem is, when I clear the list, nothing show. I don't clear the list and I get a lot of overlapping windows....
How do you debug using Xamarin. Using 3.5.
I'm looking to do my level elements with your product. Will the collision elements work well with each other?
I tried to kick off and android build and got these errors: Error building Player: IndexOutOfRangeException: Array index is out of range....