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I got it to work in Safari. It still doesn't work in Chrome. Firefox is working now but I'm pretty sure it wasn't working last time. I'm running a...
The webplayer doesn't seem to load at all for me. (Normally I can run unity web games just fine). Not sure what the issue there is.
Not quite sure I understand the answer, since "polish" is a sort of open-ended word. Which elements do you think are most important to work on?...
I've been working on this the past few months. It's gotten far enough along that it's time to assess my long-term plans for it. I'm going to the...
Ah. I couldn't remember how it worked last time and I was afraid to click the button at all.
I just downloaded Unity 3, started to activate it, then realized it'd (I assume) automatically start the 30 day Pro trial. I'm currently working...
I want to clarify (not sure which you were referring to ) that I mean... can you publish a game for a computer that can use pressure sensitivity...
I'm not sure this is actually that great an idea, since tablets aren't exactly a standardized, commonplace input device. But I'm curious if...
Fair enough. I wasn't actually expecting it to work, but then it did and I didn't notice any problems for a few days until the specific grass...
The game I'm working is a 3rd person 3D platformer. I've found a weird issue, that I've since fixed (I think), but I'm curious if anyone knows why...
It was really laggy on my computer (MacBook Pro, two years old). I assume you're using realtime shadows. In a fairly straightforward city scene...
Doesn't surprise me (I briefly experimented with jumping back and forth into "free draw mode" to create a bunch of platforms all the way to the...
To beat the last section of the demo, you need to jump up at the same time the huge stomping machine to the right is up, pause, and then make a...
I finally made it third person, and man am I glad I did. The space is wide open enough that the camera quirks aren't TOO noticable (I'm a little...
I briefly experimented with third person a while ago, but at the time I was using traditional controls (i.e there was no "floatiness" to the...
My understanding is that an optimized scene will have objects combined together in chunks between 1500-4000 tris, sharing a single material. I'm...
The snow one isn't as photoreal (mostly the trees' fault) but still very beautiful and interesting.
Graphics have been updated pretty significantly, and will continue to do so. My plan is to polish a few assets to professional quality so I have...
This project started out as some random experimentation on how to do an "organic" level, where the environment feels very seamless and random...
I'm making a level set in a giant tree. To make the branches climbable I was using fairly dense collision. I have no idea whether that's relevant...