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Unity ARKit plugin will provide developers with friendly access to ARKit features like world-tracking, live video rendering, plane estimation and updates, hit-testing API, ambient light estimation, and raw point cloud data. All the features exposed by the ARKit are available from the C# scripting API within Unity. There are also Unity Components for easy integration of these features with existin
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After spending another day with random UNET errors, I decided to share my list of UNET errors and workarounds, as well as some best practices and explanations. My hope is that others share their knowledge as well in order to decrease general frustration. Perhaps a moderator can even make this a sticky post if it becomes bigger. Perhaps a UNET developer can even clear things up more. Errors & Wo
It is based on a Directx 9 water simulation I made in Unity earlier, to learn about 3D rendering and shaders. This one has been completely rebuilt to use Compute Shaders, in stead of hacked together Vertex and Fragment shaders. The availability of the ComputeBuffer in Unity 4 means that it is now possible to use the high precision (floating point) height map data that is used for the terrain and w
Hi everyone! I recently released my first asset package on asset store. I create this thread for the future update and getting feedback. Any feedback and suggestion will be appreciated! [What is the Easy Data Table (EDT)?] Easy Data Table is a simple data handling tool for unity. It is designed for managing data table and array inside Unity and External editor such as Excel. [What you can ex
Hello All! Here is a build matching our 5.3.5p8 patch release with the upgraded C# compiler included: http://bit.ly/29Vvn7W Please backup your project before trying this build. Please post any issues you have to this forum. The upgraded Mono C# compiler (corresponding to Mono 4.4) will be used to compile all your C# scripts. Important Notes The Mono runtime we use in our Editor and Players
Last week Visual Studio Code 0.10 (VS Code) was released and it now supports third-party extensions. Today, we are releasing a preview of a Unity debugger extension for VS Code, allowing you to debug your Unity C# projects in VS Code. Release Notes Version 0.1.0: Only attaching to Unity editor is supported. Download unity-debug-0.1.0.zip Install instructions Install Visual Studio Code 0.10 o
Attached to this post are some sample projects for the new networking system. These projects all use the High Level networking API. Warning, these contain programmer art and are not pretty at all. 2dshooter - is a 2d shooter game, use arrow keys and space bar, start with the "start" scene. tanks - is a 2d tank example, use mouse and arrow keys, start with the "title" scene. Invaders - is a 2d
We are at Unity currently in process of updating MonoDevelop to version 5.9, which is the same version that Xamarin Studio 5.9 is based upon. However, it might be a while before MonoDevelop 5.9 is actually shipped with a Unity release. To reduce the waiting time we are now releasing the Unity Add-ins (Boo/UnityScript/Debugger) for MonoDevelop/Xamarin Studio 5.9 for early testing and feedback. Th
Greetings, In the move towards more regular releases, we're not waiting for any particular features and in fact we are spending time to make our product more stable, maintainable, and performant. The features that do make it are things that are viewed to be ready. There are a number of re-factors going on, and in the list provided the Multiplayer Networking and Unified GL Rendering Backend are m
Simple UI to mark the assets into an AssetBundles, and keep the assets to AssetBundles mapping in the asset database. You can find the UI at the bottom of the asset preview panel. It’s very simple, just try to use it. The AssetBundle name will be stored in the meta file. Also provide search filter in the search bar, you can type “b:” to search assets with given AssetBundle name. Some restrictions:
Unity is amazing, but it still does not have the build random world button that I keep asking for!? So if there is not already a list of great procedural generation tutorials I would like to put together a list of links to the best procedural generation tutorials for Unity developers, then maybe we can learn to create our own 'build random world' button (with the new UI). Best Unity Procedural G
We posted Unity 5.0 b19 in the Unity 5 Pre-Order Beta forum today for 5.0 pre-order customers. This build added iOS il2cpp and 64-bit support. As we wrote before, we are also committed to bringing iOS il2cpp and 64-bit support back to Unity 4.6. So, here is the first public beta release (designated #2, #1 was a private beta only) of Unity 4.6 with iOS 64 support. Please make sure you test this w
Hi all, Thanks to all those that have Liked my initial post! Here is a link to a first webplayer demo, its a simple partial clone of the Settings app on the iPhone, made with my new asset iOS for Unity UI using the new Unity4.6 UI. It only took a few minutes to create, and I will be producing a short YouTube tutorial over the weekend showing how I used my new asset to create the webplayer demo.
To help people get to grips with the new Standard Shader, we've been creating a number of assets to ease people into the confusing world of PBR. This started with the first iteration of the Shader Calibration Scene, which you can download from the asset store here. We're making our internal PBR calibration charts available, which are cheat-sheets to help show what values each slot of the standard
I decided to make this thread after I stumbled upon Riolis' window script. Please contribute any scripts that you think are useful when working with 4.6 UI. Also, don't forget about the cool scripts included in the UI Example Project, but I won't be listing them here. UIWindowBase by Riolis - create draggable windows in 1 click - just drag this script to a panel with your window. Approved by Tim
Hi, I posted recently about this very cool C#Synth project at http://csharpsynthproject.codeplex.com/ Project Description A synthesizer made in C# that will allow midi functionality using only the compact framework for any .net device: (windows pc, xbox, or phone). Find attached a port to Unity + simple sample scene. Read the comments for a guide. The C# Express 2010 .net framework 3.5 projec
Release 4.3.7p1 15 May 2014 Hello everyone, As part of our continued efforts to reduce the number of outstanding issues with the current released version, we are happy to announce the release of patch 4.3.7p1. Please see the up-coming On Sustained Engineering blog post for more information about the overall plan and version numbers. 4.3.7p1 is the first patch release and please be on the look
C# Voxel Tutorial Learn to create editable voxel terrain made famous by MineCraft and used in a lot of recent games! Voxel terrain has really been taking off recently, it's a great way to create beautiful and interesting terrain and give the player full reign over the environment. It this tutorial we'll be making almost everything you would expect for a prototype voxel game. We'll be using Unity'
WorldComposer is tool to extract heightmap data and satellite images from the real World. It can run as a standalone or as an extension for TerrainComposer. Its powerfull features let you create high resolution AAA quality real world terrain with a few clicks. Get it at the Asset Store Website Tutorial Video Demo Video Requires Unity 3.5.6 or higher. Features: - Works as standalone with Un
http://blog.chromium.org/2013/09/say...end-npapi.html They mention the Unity Plugin in the post. Can anybody from the Unity team update us on how it affects an average developer.
Basically, i needed an open source way to do tiled maps with collisions in unity for my open game (more info about it here here and here), and since there were none i made one from scratch. There are some things that could be improved (like removing doubles) but overall i feel like it's mostly ready for production. Check Chaoseiro's repo for now too since it has more updates that i haven't merge
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