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Ok. I've solved it in other way. I've passed scene by referance using inspector, then I've used AssetDatabase.GetAssetPath for getting it's path....
thnx @LeftyRighty, but and the SceneManager is on Unity since 5.3 (?)
Is that possible to get Scene's path on Unity 5.1? It's easy to get Scene's name, but I can't find anything for getting it's path. This...
@luispedrofonsec Sorry. Actually I can't. I'm working with my team on quite big project, and the pipeline is already set to this specific version....
@Bagnol 5.1.3f1
Shader warning in 'Hidden/ProCamera2D/TransitionsFX/Circle': floating point division by zero at line 50 (on d3d9) Shader warning in...
Why do I get light artefacts because of Pixel Light Count in Quality Settings when using Deferred Rendering? The Doc describes it very clearly,...
Thanks. I can't wait for the update then ;)
I've found collision between two scripts build in Pro Camera 2D, that is actualy pain in the ass to me. The problem appears when using Speed Based...
Why it is impossible to change pooled object's parent?
I've got some character who's body parts are connected with CharacterJoints. Everything is ok with it. But now I need to connect some other thing...
I've got another request for you. There is sometimes a need of using shake extension in continuous mode - not only as a triggered action, ie. like...
It would be nice to have a custom collider on custom Z - for geometry collisions. It would be even nicer, if it would be RigidBody based, so that...
Ok. Now I get it. But it only solves one problem. But the other one is still there...
This check function doesn't really help since it uses the == operator. That's the purpose for using it then?