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Glad to hear it. We've recently had to table our WebGL implementation because of the severe limitations that we faced - especially with a lot of...
Thanks much!! Been looking forward to this to see how it might fit in our new titles. One comment for the designers: [ATTACH] If you were better...
I try not to grab builds close to the holidays as it *REALLY* burned us last year as we were early in our WebGL journey and the WebGL renderer...
We had some issues with iOS devices where the "Build/webgl.wasm.br" Content-Type was not working properly when set to "application/wasm" and iOS...
Release the book - stop teasing us with it ;)
That's a great question. Not sure how Unity handles that internally. We use Data Caching, but have Decompression Fallback on at the moment to...
Yes, but it is limited in a lot of ways wrt what you can accomplish with uGUI right now.
If you have a CI/CD pipeline (like github actions), you will want something similar to this...
You should invalidate the cloudfront cache when you've refreshed the content that it's serving. If you don't do a cache invalidation (which takes...
Confirmed. AssetManagement is broken in Unity 2022.1.23. Had to revert back to 2022.1.20 to get WebGL working again. Same issue - works fine in...
Thanks team! We really want to use it, but quality documentation/tutorials had been hard to come by. Much appreciated!!
Anyone know when the book is going to be released? We're trying to determine which approach we're going to go with long term for UIs and UIToolkit...
Thanks Carlos
While I've been finding PlatsicSCM a really interesting addition to the toolbelt, we have a whole CD/CD pipeline that publishes content using...
The developers are already aware of the issue, and this is FAR from a nasty forum post.
Just wanted to save folks some time if they saw the release and thought it was actually fixing something useful.
Kept digging into the docs and if it really supports threading - they REALLY need to update the docs or explain what they mean:
I'm just going off the documentation - maybe it needs to be updated:
Great, because the current experience is pretty terrible altogether. Switching rendering pipelines is pretty painful right now with the current...
Yep. Unless something changed recently you have to rely on single threaded operations.