Answer by Graham Dunnett
Well, if you have both fingers on the screen left and right, then you have `Input.touchCount` equal to 2. If you let up on the left, I guess you want to stop your thrusters, but `Input.touchCount` will...
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It's all in the docs: http://docs.unity3d.com/Documentation/ScriptReference/SerializedProperty.html
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Never heard that problem before. If the files exist in the Data folder in the Xcode project, then it's possible these files haven't been correctly copied over to the iOS device when Xcode deploys the...
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Yes. If your trial has ended and you need features from Pro then it's time to make a purchase.
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You need a socket policy server to be running and listening on the socket you use in the `Security.PrefetchSocketPolicy` call. As the [documentation][1] says, there is an example server provided in the...
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You will need to use the Mesh API to get access to the geometry, and then export this data in whichever format you need. There is no "export models" feature in Unity, so you will need to write this for...
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You'll want to read up on `GUISkin` and `GUIStyle`. A `GUIStyle` can be marked as having rich text, which supports colouring of the string. See:...
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Either: a) the image is stored in the `Resources` folder in the editor, and built into a special file for use in the game, in which case you do not need the give the `Application.dataPath`, since Unity...
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Use asset bundles. When you make the request over `WWW` use longitude, latitude and elevation, so the back end server knows what texture resource to return to you.
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On your line 6 you set `obj` to the `Card_Object`. You have a single `Card_Object` and you point an `obj` at this single game object each time. Instead, use `Instantiate`:...
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If size isn't a problem, save them out uncompressed, so you don't have to wait around for them to be uncompressed on load.
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The MasterServer is provided to allow customers to test their development games. It's not guaranteed to be online 24/7. It's possible the server has crashed and hasn't restarted correctly. If your...
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Add the text file into your Resources folder. Then it's accessible in your game code as a TextAsset. See: http://docs.unity3d.com/ScriptReference/TextAsset-text.html
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So, public variables in Unity can get their values from one of two places. Firstly, from your script code, secondly from the editor inspector. The inspector is always assumed to be the "correct" source...
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1. http://docs.unity3d.com/ScriptReference/Application.CaptureScreenshot.html. (This won't work on a web player build which has no access to the hard drive.) 2. Write some c# code that handles email.
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Look carefully at your code, and note how the `myStyle` stuff appears after the closing parenthesis instead of before it. The documentation at: http://docs.unity3d.com/ScriptReference/GUI.Label.html...
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The error appears to be saying that D3D couldn't create a texture. It's the one with a width of 575 and height of 150 pixels, so imagine it's not hard to find. You've asked for mipmaps, and possibly...
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Well, the errors say the problem is on line 9. Line 9 should be: if (posX >= maxLeft) Also, next time, look up the error you get on the tags section of this site.
View ArticleAnswer by Graham Dunnett
In a completely new project, with a game object in the hierarchy called "fred" this code works for me: // c# example using UnityEditor; using UnityEngine; public class Hider : MonoBehaviour { [MenuItem...
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