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Answer by Graham Dunnett

Reading docs usually helps: http://docs.unity3d.com/Manual/script-Outline.html

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Answer by Graham Dunnett

Please read the documentation: http://docs.unity3d.com/ScriptReference/Touch-fingerId.html You'll see that the order of touches is guaranteed to change, which is why there is an id to make you easily...

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Answer by Graham Dunnett

When you do GetComponent() it's 100% important that you check the return value. If you do: function start() { mn = GetComponent("MegaNoise"); Debug.Log(mn); } then you'll learn something important....

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Answer by Graham Dunnett

In Preferences just select the General-Load Previous Project on Startup. if that's not the project you want, then once it's loaded choose another one.

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Answer by Graham Dunnett

The feature difference between free and Pro in versions of Unity prior to 5.0 are unchanged.

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Answer by Graham Dunnett

The 5.1 version has the following command line options: -password <password> The password of the user - needed when activating. This option is new in Unity 5.1. -serial <serial> Activates...

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Answer by Graham Dunnett

string bob = SystemInfo.deviceUniqueIdentifier;

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Answer by Graham Dunnett

You say that line 20 in the second script has the problem. So, it's possible that `am` is null, meaning the `FindGameObjectWithTag()` fails to find a GO. (You don't check this in your code.)...

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Answer by Graham Dunnett

Yes, you are doing something wrong. Not using the profiler.

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Answer by Graham Dunnett

Come now. You have a variable called `size` which is set to 3. This is used to separate the blocks. Look up the size of the tile. My suspicion is that it's smaller than 3 units.

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Answer by Graham Dunnett

if (game is not paused) { add points when needed }

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Answer by Graham Dunnett

`OnGUI` is called every frame (well, multiple times each frame). If you want a box to appear when a button is pressed, you need a variable to be set to true when the button is pressed. You can then...

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Answer by Graham Dunnett

`CountText.text` is a `string`. `count` is an integer, so needs to be converted to a string. If you need help in general with c# programming, then try doing searches which shows official answers:...

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Answer by Graham Dunnett

No. Explain in your asset documentation that users will need to fetch/use the FPS Controller.

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Answer by Graham Dunnett

Gravity in Unity assumes that your game is running on a flat terrain. So typically the ground is in the xz plane, and gravity is acting in a negative y axis. You're using a terrain that is 6-sided on a...

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Answer by Graham Dunnett

You are ignoring the line which the compiler has the error. I assume it says line 7. Which should make you spot that the variable type has a space in it. The compiler assumes that the space is the end...

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Answer by Graham Dunnett

There is no way to change the window colours. :-(

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Answer by Graham Dunnett

Assets provided by Unity can be used by you without and copyright problems. However bear in mind that assets provided by Unity will be known by many users, so your use of them will be noticed, and may...

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Answer by Graham Dunnett

You can install both Unity versions on your machine - just make sure that they are installed in areas where they do not overlap. Then you will need to activate each version, and make a backup of the...

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Answer by Graham Dunnett

Am 99% sure it's not possible to create scenes at runtime. If I was working on this, I think I'd have two completely blank scenes, and then load scene data as asset bundles. I'd use two scenes so I can...

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