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Hi- We're having trouble setting up multilayered cameras with the realtime capture mode (VR Panorama RT). Only the last camera in our chain is...
@sandboxed: in your solution above, I don't think any of those steps actually assign _AlphaTex from a script, and nothing actually seems to read...
@sandboxed : it's true we can access the associatedAlphaSplitTexture for a given sprite, but actually setting this alpha texture on a UI image...
Yes, I'm seeing this extra step too which (anecdotally at least) seems to have increased our build time on Android ..
Understood. Did anything else change with how alphaed sprites are rendered in Unity 5.3 upwards? I ask as on upgrading from 5.2.1 to 5.3.1, the...
Looking at the default sprite shader, it has [PerRendererData] on _MainTex in the properties block, but not for _AlphaTex (which doesn't even...
Hi - what's the status of the bug with ETC1 split alpha not working on UI elements - was it resolved as part of the 5.3 release (couldn't find it...
Thanks Patrick - I already accounted for every single folder in SVN, all the way to the root when I calculated the 550MB figure. Definitely no...
I'm currently seeing the message "3.92 GB exceeds limit by 1.92 GB", however our full checkout of our repository data is definitely only 550 MB (I...
The documentation at http://docs.unity3d.com/Manual/class-TextureImporterAndroid.html does not say to set the build texture override to ETC...
Agree quality of 16-bit is often sucky, but for applications where the art style means this is acceptable, people should be aware of the potential...
Having Unity's default now as ETC2 does create some challenges. Whilst it does reduce the APK size, it has the potential to increase memory usage...
I am seeing this issue also, and confirm it is present in 5.2.0f3 that has just been released ...
For McAfee, turning off real time protection has fixed it for me in the past, rather than a total uninstall.
This may depends on what Unity version. Unity 5 now only supports ArmV7 devices that have Neon support, I'm not sure of the exact spec of your...
the audio clip isn't a valid parameter for the Play method. You should do either do this: audiosource.clip = geluid [clip]; audiosource.Play ();...
Looks to me like Antialiasing isn't on or is very low for your Android build, though sometimes is slightly hard to tell in screenshots due to...
Hi Josh, This unfortunately does not fix all cases in 4.6.3p2 (but I can confirm the il2cpp_array_size_t errors seem to have gone in that patch)...
Definitely 4.6.3
@JoshPeterson had to rename it to .txt to allow it to be uploaded here, but hopefully this helps?