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Any idea how to fix these errors? I get "InvalidOperationException" errors
I finally got set up for development with Unity iPhone and did a little write-up of my experiences. Of particular interest to me was some...
As I said, I moved the folder straight back to where it should have been after the mistake was made.
Anybody got any ideas? I'm still getting this a week later.
I did have a little accident earlier where I dragged a folder into another folder instead of opening it. But I moved it straight back. Is there...
In fact, it seems that even pulling up the "Open Scene" dialogue is sufficient to trigger the error - I don't even need to actually go as far as...
I was getting this error with 2.5.1, so tried upgrading to Unity 2.6 and now I get it even more often: If I open up a new scene in the editor,...
I may have to settle for that, but ideally I'd like an Edit Mode solution
I have two related components, one of which (component A) uses the RequireComponent attribute to link it to the other one (component B). That...
I had this same problem myself. I jiggled about in the shader source a bit, maybe recompiled it or something like that, and eventually it just...
If you are within an Editor class' OnSceneGUI() method then Camera.current should give you what you want.
Ah, it's okay - I've got it. I presume you were checking "Event.current.type" for things like EventType.MouseMove?
Could you expand upon who you would do this? I'd love to try implementing a similar solution, but am not really sure what you mean by this!
Came across this thread: http://forum.unity3d.com/viewtopic.php?p=164191
I second this question, if anybody has any answers
Obviously I understand that Path should in no way be a mesh editor - what I'm proposing is a programmatic way to add extra mesh nodes through my...
Is there any way to manually add custom cells to a Nav Mesh? I'm find the user interface a bit clunky (e.g. often I don't want to use the *whole*...
I'd prefer to avoid having to manually keep track of making sure all of the names are unique. By default, all of my objects are loaded in a with a...
Hmm... Well it's looking like the *order* of the Instance IDs is consistent, even if the values themselves aren't. So I'm going to try using that...
I'm trying to write some kind of global state handler that maintains the state of scenes when you switch between them. Essentially it needs to...