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@Rungsted93 - Thanks for the feedback. Your point regarding how "frightening" it is for users is spot on. We are currently working on reporting...
Apologies for the lack of a response. I'm gathering a response for the bandwidth throttling and should have something shortly. No, the limit is...
I don't believe there is anything about Firebase that locks you into Android/iOS, they simply offer SDK's for those platforms as well as a Unity...
@mojtaba64 - That calculation is just for the bandwidth available to you before the service starts to throttle. You only pay for what you game...
Hi Everyone, We've been working on some potential changes to how we bill for Unity Multiplayer and would love your feedback. If you're interested...
Thanks for the feedback PhilSA. Also, thanks for providing your specific reasons, we may not come to the same conclusion in terms of a solution...
Here is a quick rundown of the various functions: GetIncomingMessageQueueSize - how many messages waiting for consuming (for host)...
@HadynTheHuman - Just wanted to follow up and let you know that the patch release came out on 18th and can be found here:...
Apologies for that language not being clear, I'll work with marketing on that. With regards to the 200 CCU, you can use that for whatever...
With regards to the patch, I can't provide an exact date but it will be on the scale of weeks not days or months.
Quick correction. The following is coming in an upcoming 5.6 patch release: GetIncomingMessageQueueSize - how many messages waiting for consuming...
Apologies that this has gone on so long without a reply. These methods are currently not active. I'm working with the team to figure out how to...