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First of all, don't make 8 directions. Make 4, and then for the other 4 directions, mirror (scale = -1) across the appropriate axis. Second of...
I really appreciate that you guys are doing this. MD 5.9 is a pretty substantial improvement. That being said, my experience is that stability is...
Alas, it looks like this fix has not yet made it into the 5.1 release line. :(
I had previously configured UnityYAMLMerge to work with P4V, and it worked brilliantly. I just upgraded to 5.1 and invoking it to handle a merge...
I had never seen that keynote before. Watching that presentation made me die a little inside.
Was just looking at this page http://gamelogic.co.za/grids/examples/making-custom-cells-and-using-scriptable-objects-to-manage-tile-sets/ and a...
Good idea on the addition of DetachChildren. I will add that to our internal implementation of this. May I humbly suggest that this is a great...
The thing that baffles me is if you look at the source for Toggle, in the (private) Set function that takes an argument dictating whether or not...
Interesting... presumably the transform is not invalidated until the gameobject is reaped, so iterating the loop is safe.
I just noticed this myself. The problem appears to be that the forearm transform doesn't actually line up with the geometry -- in other words, as...
Installed Unity 5 beta 11. Attempted to start it, got the prompt to enter my serial number. Put the editing caret in the field and hit CMD+V to...
Quick and dirty answer to this: Change the pixels per unit import setting on the sprite to scale it as desired, then set the anchor offsets to 0....
This is using beta 21 of 4.6. We have created a UI scene and added a tiled background. To adjust the size of the tiled elements, we applied a...
Nope. Had to learn it the hard way :-)
Check that the sprites you are trying to pack are not located inside a Resources subfolder. Per this thread...
In hindsight, that makes sense, but it's not super obvious. I was going nuts trying to figure this out before I found this thread. It really ought...
NGUI currently uses "depth," which is similar to the priority system used for the sprite renderer. For UIs of moderate to high complexity, I find...
Let me offer an alternative perspective. Do you really want to wait any length of time to then hang the success of your project's UI on a 1.0...