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Weird, the build issues were definitely on my end. I created a new empty project and managed to build for iOS without having to change anything....
Bought the asset and tried the demo scenes. Looks pretty cool, but I'd like to use it for a cross-platform iOS/Android app, and it doesn't work on...
Ah hah. As it turns out, Visual Studio wasn't finding the UnityEngine DLL at all (the "Path" property mentioned in your post was actually empty)....
Any idea how to make this work with Visual Studio on OS X? MonoDevelop has been nothing but a headache for me, so I use Visual Studio on OS X with...
In what way is Unity 3.5 "not affected" by the issue? I'm using Unity 3.5.7 and received the same warning email, as have several other Unity 3.5...
Hi Chester! The issue has actually been fixed on Unity's end, and we (FridgeCat Software, makers of Four Days) have a new version of the game for...
I recently received a rejection from the Amazon Appstore because of the way Unity orients its screen at launch time. Specifically, they said my...
It's also worth noting that we received the "We may review your app separately for Kindle Fire" thing also, even when our app wasn't reviewed for...
Deepseaweed -- If it's taken them this long to review your game for Kindle Fire, you might want to check your app for Google-specific APIs and/or...
Update: I converted my audio file to OGG, which does have native support for gapless looping on Android, and now my audio loops perfectly.
I'm having the same problem on the Kindle Fire. I spent a few hours trying various things with my source audio (changing its sample rate, format,...
Hi, I'm using TrailRenderer components on the various projectiles in a tower defense game. In particular, the rockets that our towers fire can...
While trying to get a game under the 20MB iOS cellular distribution limit, I noticed that each of my scenes was taking up something like 250KB in...