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You have duplicated assets within addressables: See the Analyze window and use Analyze&Fix to create a duplicates isolation group.
I've hit the same bug, is this already being worked on or do we need a bugreport?
Thank you for the swift and extensive reply! We'll give that 2.13.4 a try, sounds like that improves the memory usage(/asset mangement) enough for...
We use UMA 2.12 and Addressables 1.21.12 in unity 2022.3.4f1 I notice a lot of unintended assets in our builds memory via Resources/ because of...
Same issue in our team, for 4+ desktops.
Thanks! It was indeed a local modifcation of our team, I assumed I had a clean update but wasn't aware that the "plugins" needed updating manually...
Frame 91: SRP batch, all looks fine https://i.gyazo.com/b86a491ea2fc527166bda4cdd67e22fb.png Frame 92: SCPE Cloud Shadows -> Copy Color -> Draw...
Was "Cloud shadows" already tested on 2022.2.15 + URP? We use v2.3.4 and if "Cloud shadows" is turned on the entire screen becomes greyish (no...
From the latest official package: void OnTransactionsRestored(bool success) { //TODO: Add an invocation hook here for developers. }...
This is indeed a bug. Just reported the same:...
When we load our Addressable prefabs, we notice that all the Awake() methods are incorrectly called on our prefabs scripts upon loading. This...
This doens't work: The AutoRun setting isn't saved to a file we can commit to version control. And while on iOS or any other platform, the AutoRun...
Changed behavior: 1.1.0-preview1: Press gamepad button to open a dropdowns, release button and make your dropdown selection, press button again to...
Since one latest update something changed: On 1.2.1 every time we make any build on any different platform (Xbox/Playstation/Switch etc.) android...
That build report option was exactly what I needed! had no clue this was already available and a setting we'd need to find under the Preferences.
Thanks, we still really need this badly to fix OOM issues on various platforms and download sizes mostly on mobile platforms.
Does anyone have a workaround for this? Using EditorCoroutines to await the compilation doesn't seem to work as the recompile seems to kill the...
The fix is to assign DPAD as 2D vector with the up/down/left/right states manually, instead of assigning D-Pad [Gamepad] directly.
In editor, Steam and on Switch the D-Pad as UI/Navigation works fine. On other major console platforms, the D-Pad navigation does not respond. It...
Thanks for clarifying that. It is an important issue as customers experience this as a (performance) bug and is immediately in their face. I...