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Same, I also wen't back to the old input manager. Sadly I also want to use touch on both screens, and that's still a problem, all touches go to...
Same issue here: I have 2 test files with sound on channels 1 2 3 4 (quad file) and one with sound on 1 2 5 6 (5.1 file) and both play their...
@OnlyTheCosmos I'm doing the above, except my data is already a string (gziped json). And when the writeSize even goes around 1772 I get the...
@ImaginationOverflowPT Any chance you're willing to help me implement this as something I can use in my project?
I think I solved it for my situation, I instantiated the prefab to a parent transform. So before I spawned it. When I removed that and set the...
+1 same here, I reparent on the server. And that comes back as a command to reparent the local object to reflect the server changes (I would...
Hi @Darkcoder I noticed recently the maxSelectables behaviour changed, from this: // Deselect some if we have too many if (MaxSelectables > 0) {...
@IJsLauw This is peculiar.. especially the mention to contact support. I don’t really know how to tackle this. Have you contacted support? Maybe...
Checkout his example project and all will be clear: https://gitlab.com/robinbird-studios/hives/firebase-tools-hive Specifically the...
Hi Robin, thanks for your plugin. I've implemented everything as good as I could and try to preload two assetGroups/-bundles at the beginning of...
Or at least allow us to use Input.GetKey so we can differentiate between different touch interactions using the mouse. Or am I going about the...
We noticed that it also simulates touch... is it possible to somehow simulate multitouch? Alt-clicking was really helpful while using touchscript...
Thanks for looking into it. By process of elimination we were able to remove the gameobject that was causing the problem. Now we can build the...
Same problem here... no solution yet?
Hi @zoooom We bought your plugin and implemented the local notifications for iOS and android, everything seems to be working for iOS, but for...