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Hi, I am using timeScale for the speed of my game, but there is a maximum of 100x with Time.timeScale and it seems like anything beyond about 10x...
Not sure how to check if sprite batching is working or not. I have tints applied to 2D sprites with a pixel snap material and am not sure.
Android: Incremented the minimum supported Android API from 9 (Gingerbread) to 16 (Jellybean). Might be the reason. 5.6 dropped support for...
wow thanks, I had a similar problem too and couldn't work it out for ages. was in Unity 5.6 and 5.5. In Editor mode the objects are tagged...
7+ years and no word wrapping in a code editor. Is this a joke?
Not sure if this is the correct forum, my original topic was deleted and there isn't a dedicated forum for the web plugin. Just incase someone...
Short sounds, not soundscapes. A short rain loop and a cricket sound and a thunder sound is better than a one sound with all three in it. Cute...
So what is the point of this topic? Set it to PNG and the installed app should be small on Android.
I assumed images would be compressed as PNG or similar unless specifically set otherwise for a particular texture. To realise that resources are...
I think gravity should be increased for platformers, realistic gravity is a bit slow.
be aware that the shortcut reference to rigidbody2D is a unity 4 thing, http://docs.unity3d.com/ScriptReference/GameObject-rigidbody2D.html...
I have a UI overlay with some info in it. I want icons attached to my moving non-UI gameobject/sprite characters. Should I use UI objects and...
Trigger Collider2D is good. You can have multiple colliders on one gameobject but you need to make sure they are on separate layers and stuff so...
Affect the transform.position.x and transform.position.y, do not touch transform.position.z Usually use Addforce() in FixedUpdate() to move the...
my WorldToViewportPoint is only 5 times a second, but would still be slower than trigger checks I guess because of checking every single object. I...
I guess I could use a huge one, but is that going to be faster than WorldToViewportPoint ?
I use WorldToViewportPoint to disable some function calls for my AI when they are about 50% away from the screen, but it seems slower to check...
How about Generate Mips? You'll just need to test the settings and be aware of the difference between the scale of the original image and output...
A 2d version of LookAt, which happens instantly, I use this.transform.LookAt (rigidbody2D.velocity + rigidbody2D.position, new Vector3 (0, 0, 1));...
It works but you have to be careful getting and setting the right mip level. Also both images need to be the exact same size for the pixel count...