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Hello, We are using your tool on daily basis and it's great! We found one thing which is potentially being missed. Leaks from interfaces seems to...
Bump, is there are improvement on that matter in next versions of Unity? I feel we are missing something, but seeing analytics how many players...
Sounds awesome! Even though of sharing the solution via asset store for example?
This is the very same project, we just never been able to use Analytics properly due to this bug on this part of our game. Can you please confirm...
We are having our server application being hosted in batchmode, and we wanted to use the very same Analytics we are using on the Client Side (so...
As this issue is long due and not replied:...
Hello, I know I am getting exceptions in my example script "TestScript", I see them on the list but when I filter for keyword: TestScript it...
No "unused assets" can find scripts well, any tool available looks only for scripts not attached to any prefab/gameobject yet not usage between...
Hello, I want to get rid of unused scripts on our project. I had a hope that Managed code stripping would log out what this function deletes, so...
Bump! :)
We have found out that there was a coroutine that was supposed to start once, but it was starting on the update and never closing, so basically...
Is there a way to try to find coroutines ongoing using Heap Explorer? We have found some nasty leaks here recently in our project, and I am...
An update, I have found the way which overall is pretty hacky but somehow works. When an animator is far from the player, we make it disabled and...
Having the same crashes happening often within 2019.4.20 LTS
I am pretty new to the playable - but is there a way to use existing Mecanims and playables to exactly "lod them up", using PlayableGraphs to...
I have made some tests with big amount of sounds playing all together, they give some performance hit, but even if the AudioManager Global Volume...
There's an benchmark of AWS machines, it clearly shows that ARM64 is the only way to use the most of the performance:...
Bumping the topic
We use Unity's Canvas component to render UI with "Screen Space - Overlay" render mode. The only custom thing we do is that we use our own UI...
Just wanted to drop out that after moving from 2017 LTS to 2019 LTS our server application is much more stable (no single crash for months...