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In the meantime, an extension helper can make that easier @CDF, but agreed. They need better communication with such a critical package for many....
@supersolid-jelte I thought 1.15 is verified? How do you check if the package is verified?
We have this issue with Git. On disk on the hard drive it says it's changed, but GIT is not picking up the changes.
As far as I can see, changing the code to what @supersolid-jelte suggested has no-visible side effects in our game (does not mean it's safe from...
@supersolid-jelte Does this at least (patch/fix) the issue for now, or does that present another issue with that implementation? I'm on this...
@yasirkula We're using NativeGallery v1.3.0, and were wondering if this FAQ part is true for that version? Our Android builds started to stop...
@MartinTilo @alexrvn We're seeing this in Builds on device when we memory capture despite having our SpriteAtlases setup correctly in Unity...
@Shaunyowns @jtaylorInfinityPlusTwo I'm having this same issue. Any solution that was found?
@Isabelle02 Not that I can recall. We moved onto the Addressables system.
I'm having a similar issue. When I load a scene by Addressables the objects say MissingReferenceException and the script says Missing (Mono...
@unity_bill Could someone explain to me why the GatherModifiedEntries always returns the same set of assets between builds? I have all my Groups...
Think that might be it. We have one scene with a bunch of UI that is probably pulling the UI/SpriteAtalses in twice. It'd be nice if Unity could...
@MikeHergaarden I ran the Fix Selected for duplicates and the size is still larger. I'm perplexed by the situation.
@locbh Thanks for pointing this out. I've been frustrated about finding out what is static and not, but you made me realize they relabeled it....
@unity_bill Any idea on what's going on there? We'd prefer incremental builds rather than having to wait forever every time we make a slight...
I found the answer for my needs. // Create AssetRef: UnityEngine.Object asset; AssetReference assetRef = new AssetReference();...
@unity_bill Can you make sure to put that part in? Knowing the offending key location/asset is critical for us with massive projects. Otherwise,...
After doing a build with Addressables our APK size is twice the size. I was under the impression that Addressables were suppose to make build...
Does anyone know if there's an official API call for this? (Get a prefab's address/AssetReference) in the editor.