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Hey folks, currently we also write our savegame data when OnApplicationQuit() or OnApplicationFocus(false) gets triggered. Our own threaded...
Honestly, that is absolutely not cool! Excluding a bunch of devices to gain some performance for features that are never used to the fullest on...
Hey folks, I want to create a non-grid texture atlas, see my example over here: [ATTACH] Is there any Unity-ready source code on the internet...
Hey folks, I recently updated from 4.1.2 to 4.3 and have a strange problem. I export several objects as assetbundle and all objects that use...
I've also noticed this strange behaviour, any updates on this?
I have a problem with animations that use different sprites - but all sprites are on the same atlas. My character has two walk animations. One...
I was wondering why some assets where shown twice or even more often inside the memory sample I've taken. Then I disabled the complete view of my...
Assigning textures for every bone in every shared animated object and all of it's different resolutions would be annoying. Is there a way to...
Hey, I'd like to duplicate my existing animated object and only change the atlas texture, since our designers take the original generated atlas...
We have a lot of these errors, class java.lang.RuntimeException Msg: (Unable to start activity...
We compile dlls with Visual Studio from our game code that we use inside the deployment unity project. Since the upgrade to 4.1.1f4 we can't...
Awesome.. Kindle Fire shows the product name set in Unity.. damnit :mad:
Ok, you have to edit the AndroidManifest.xml by yourself. android:label="@string/app_name" references to the name inside the resource file (for...
Hey folks, I'm using Unity 4.0.1f2. Having a Product Name in the PlayerSettings that contains the "" character (without the quotes) gives me a...
I found out that using AssetBundles consumes more memory than using Resources.Load() and much more memory than having the objects already inside...
E.g. AudioController::PlayAudioSubItem(). My experience shows that especially iOS has a problem with checking for zero. It was just a...
Would you mind checking for <= float.Epsilon instead of <= 0.0f, since checking for zero really doesn't work out on iOS and is unsafe in general.
I would prefere to control the native loading screen. But thanks anyway ;)
Hi all, as we all know you can setup a splash screen using the player settings. This image disappears automatically when Unity and the first...
We've just updated Unity3D from 3.5.6f4 to 4.0f7 and since that, many states and calls seem to occur later as we were used to. E.g. when you...