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Answer by Graham Dunnett

Switch build platform to iOS, then run your AssetBundle creation code again.

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Answer by Graham Dunnett

The entry point into your code in Unity is a function called `Start`, not `Main`.

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Answer by Graham Dunnett

`OnGUI` is called multiple times per frame, once for each event that needs to be handled. I guess you can dump the text out when the user presses return.

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Answer by Graham Dunnett

Does your font have that character? Some fonts create these accented characters using two characters, the a in your case and the unicode character U+0303 ("combining tilde"). Unity doesn't support this.

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Answer by Graham Dunnett

`GetComponent()` returns a `Component`. That's a Unity base class. When you create a script, it inherits from `Component`. The script you create has extra members, of course, so, in your example, it...

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Answer by Graham Dunnett

Try this: using UnityEngine; using System; using System.IO; public class filebrowser : MonoBehaviour { void ProcessFolder(string f) { Debug.Log("Folder: " + f); var txtFiles = Directory.GetFiles(f);...

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Answer by Graham Dunnett

http://software.intel.com/en-us/blogs/2012/11/07/adding-multi-touch-support-in-unity-windows-apps

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Answer by Graham Dunnett

I don't think you need to escape the `>`. It just works.

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Answer by Graham Dunnett

The positioning of GUITextures can be a bit of a nightmare. Think of the screen as being a unit square, so x and y vary from 0..1. The middle of the screen is then 0.5,0.5. The X and Y components of...

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Answer by Graham Dunnett

You have a gazillion problems. I've editted your script and added some comments. Maybe watch some of the scripting tutorials on the Learn site. A common mistake is you do not write if statements...

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Answer by Graham Dunnett

Design the Box to be a percentage of the screen size.

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Answer by Graham Dunnett

Googling your exact error message brought up the following as the first hit: http://forum.unity3d.com/threads/153862-Good-to-know-iOS-4-5-6-and-invalid-binary I think that will sort you out.

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Answer by Graham Dunnett

No, because everything that is supported in Mono land in Pro is supported in Free.

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Answer by Graham Dunnett

See: http://docs.unity3d.com/Documentation/ScriptReference/MonoCompatibility.html The runtime Mono support does not include System.Data.

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Answer by Graham Dunnett

if (Input.GetKey("left shift") && GetComponent(Player_stats).tired == 0){ speed = runSpeed; }

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Answer by Graham Dunnett

Directory.Move(Application.persistentDataPath + "/old", Application.persistentDataPath + "/new"); That worked for me on a Mac. Note that on Mac the app runs in a sandboxed environment. You should not...

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Answer by Graham Dunnett

What's hard about 1. Visit the [scripting reference][1] 2. Click runtime classes in the menu bar on the left 3. In your browser do a search for "light" 4. Follow the link to get to...

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Answer by Graham Dunnett

Never trust the client. Instead, use push notifications to tell connected clients that there are new things to do.

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Answer by Graham Dunnett

Use `GetComponent()` to look-up ScriptB from ScriptA, and vice versa. See: http://docs.unity3d.com/Documentation/ScriptReference/index.Accessing_Other_Components.html

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Answer by Graham Dunnett

Use `GetComponent()` to look-up ScriptB from ScriptA, and vice versa. See: http://docs.unity3d.com/Documentation/ScriptReference/index.Accessing_Other_Components.html

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