A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
Thank you so much for the fast responses. It all makes sense. I don't have a problem with my game right now, but I was curious as to what...
Ah, I might have misunderstood you at first. What I was trying to ask was if there's any adverse effects to running the physics simulations at a...
Thanks a lot for the quick response. Surely my second question I didn't think through :P. What I meant by "reduced determinism" was in a scenario...
But the refresh rate of monitors keep going up. I'm developing my game with a 120hz monitor. Does that mean I should ideally change the timestep...
Yeah, you are completely correct about the UI only working on the main display as of now - but thanks for the heads up! Luckily all the...
Thanks a lot greg, that was very informative! As it stands now though the client that I'm creating the application for wishes to run the entire...
Hi! I'm currently working on an application that requires the use of nine displays at the same time. As seen in the manual; "Multi-display allows...
Thanks a bunch! I'm not using threads for sleeping, but this should point me in the right direction :). Thanks again for the quick response.
Can you say what specifically you changed in regards to the Thread class and GetMethod and GetFields? I have battled with the same issue all day :/
Yeah that is probably what I'm gonna end up doing :). Thanks for the input.
I'm attempting to define a zone inside a boxcollider, which represents the "center zone" of the collider. When entering the boxcollider, a value...
Thanks for the reply, but I'm still not really sure what it is you suggest I do. What do you mean by "expand whatever is rotated inside the...
I think you are confusing Bounds.Expand with Bounds.Encapsulate. I wish to expand/shrink the the bounds by "shrinkValue" along each side, I'm not...
Hi! I'm trying to create a smaller bounds inside a BoxCollider. Bounds.Expand does this very well if no rotation is involved; e.g. I can shrink...