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0
votes

Realtime GI Spotlight Shadows

Graphics

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Jun 25, 2015

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sleepCircle

I wouldn't have said anything, but I didn't see it in the roadmap. What is the state of the transmission of spotlight radiosity thro... Read more

0
votes

Multiple Monitor support in OSX

General

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Sep 02, 2015

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bleppie2

Please make Display.displays and Camera.targetDisplay work on OSX Read more

0
votes

Make shared videos to work on Facebook without Flash

Everyplay

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Dec 13, 2015

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amjaliks

Currently Flash is required to view shared Everyplay videos on Facebook on desktop. Make them to work without Flash. Read more

0
votes

Integrating Digital Rights Management

General

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Apr 02, 2016

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aturs3001

The main issue I see other than not having the full .net frame work. Is no clear path to protecting ones intellectual properties usi... Read more

0
votes

WolrdAnchor

Scripting

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Aug 03, 2017

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maxouellet

When adding a WorldAnchor component to a game object, the object's position and rotation become locked to a physical position in the... Read more

0
votes

The ability to send float arrays to shaders

Scripting

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Dec 15, 2012

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thegreatzebadiah

would be really amazingly useful for lots of cool shader tricks (meta balls, custom rendering, literally anything where you need lot... Read more

0
votes

Mouse Movement while Play testing

Runtime

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Mar 10, 2013

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Cyrus T.

While I am play testing my 1st person shooter game,I turn around the character and suddenly mouse goes out of the game window,and I ... Read more

0
votes

Location of new game objects in scene hierarchy

General

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Aug 30, 2013

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Nezabyte

When I create a new game object, it would be nice if it was placed in the same scene hierarchy location that I have selected instead... Read more

0
votes

Connecting to the Asset Store

Editor

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Sep 25, 2013

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MorrisIriga

I should be able to enter a proxy to connect to the Asset Store if my internet connection uses one Read more

0
votes

Global callbacks

General

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Aug 20, 2014

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Dirk Gregorius

I wonder if there are any plans to install global callbacks. This limitation can be workaround by having some global scene object (e... Read more

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