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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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Answer by Graham Dunnett

It's all in the docs: http://docs.unity3d.com/Documentation/ScriptReference/SerializedProperty.html

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Answer by Graham Dunnett

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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Answer by Graham Dunnett

Yes. If your trial has ended and you need features from Pro then it's time to make a purchase.

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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

Open it in a web browser.

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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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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Answer by Graham Dunnett

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.

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Answer 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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