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Hmmm now I'm not sure. Did you try it on another region just to see if everything else works?
Hey, heavy_thebrit, I was unaware of the Us-east-2 region. You can add it by adding the enum " us_east_2" to AmazonS3Uploader.Region in the...
I'm glad you figured it out :)
Hey, Gisono! hmm never seen that error. Maybe the provided URL is not correct? If you right-click the manifest file under standalone folder it...
Hello, Kaiyum! So, IMO, one of the coolest features of RemotePackageManager is that it allows you to change from where you download the bundles...
Hey, Qualitat. Thank you for reporting this issue! I'm already on it and it should be live on the Asset Store soon :)
Hello, Neoneper! AssetBundles seem like a good solution for your case. We have a game (Holodrive) which uses bundles to only load character's...
Glad to hear that you managed to make it work :)
Hello, TripAAA. I'm sorry to hear that :( What troubles/issues are you facing? Did you take a look at the example scenes? This is how you're...
Hmmm never tried it. Does it support upload via FTP? If yes, then yes you can. However, if it's a proprietary file upload protocol, then I'm...
Hello, JoeriVDE. Glad that you were able to fix this issue! I'll post an update ASAP to the AssetStore. Thank you for taking your time to share...
Hello, there! Unfortunately, there's no way to build a single AssetBundle because of the way the Unity API works. However, whenever you click the...
Oh, got it! Well, right now there's no out-of-the-box way of doing it. You can add this snippet to the RemotePackageManager.cs script:...
Hello, there! You can easily change which BaseUri you want to use in your builds by selecting a different one before building. Check this...
Hey, jpatinop80. Can you verify if this error still occurs with the latest Unity 5.3 patch? It seems that there was an issue with the WWW class...
Yep, sure! If that works for you, way to go :)
Hello, there. If you want to selectively load assets downloaded, maybe you'll be better off separating each sprite in a separate AssetBundle. We...
Hey. Actually, if you see an FTP address there, it's just a dummy one, just for the sake of an example. Before uploading to your FTP, did you...
Oh, I see it now! The issue is that you're using "local" (StreamingAssets) bundles. It may be not very well explained, however, the "local"...
Hello, there! Did you just try to upload after you built all your bundles? Did you move any of your files after building? Have you changed the...