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This is not possible. Builds don't have Editor things compiled into them.
That's not a vulnerability. If you have access to write files to the application directory, you can just overwrite the exe with your malicious...
This setting was removed as it didn't actually do what you think it did. Its behaviour was reported to us in this bug report:...
Looking at internal code that uses that API, it seems we always do this first when running code at startup or just after the plugins are copied...
Which problem? Rebooting helped the person above.
It's a gray area. This would also not be applicable to most games as they wouldn't want to redistribute openh264 (just like we don't) and it's...
You need to press Debug -> Attach Unity Debugger rather than trying to start the project directly. See...
Do you have any scripts that interact with window placement? Something outside of this API call is probably forcing the window back.
It should, I'd still like to see your script that didn't work :).
Looks like you figured it out just as I was responding :).
Fixes for these issues landed to 6000.0.0b16:...
That is... new. Can you share your build script? Do you set UnityEditor.WindowsStandalone.UserBuildSettings.architecture anywhere?
1. What Unity version are you on? 2. What is the exact Windows 10 version/build your server is running on?
Spread between b15 and b16. Scripting defines are going to be in b15.
Yes, that'd involve rewriting a lot of Unity internals.
I don't think we can make that happen. DOTS build configurations failed mostly because it was a package: turns out shipping UI at a different...
It "deploys" the app, which is a fancy way of saying it installs/register it with the system. Windows can only run installed UWP apps. It is not...
Is that in the built Windows player? Can you check if the DLL gets copied to <GAME_NAME>_Data/Plugins?
You were almost correct that we use Visual Studio to build the generated .sln file: we use msbuild instead. Here's the command line: "C:\Program...
It seems to crash on this API call: https://docs.unity3d.com/ScriptReference/TerrainData.SetTreeInstance.html It seems one of the terrain...