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The documentation is correct. The naming of "OnPostprocessAllAssets" is misleading in that it is not a normal postprocessor (those are being run...
See https://forum.unity.com/threads/calls-to-assetdatabase-createasset-are-restricted-during-asset-importing.1517806/#post-9488617
An import can be thought of as a function call that takes some input data and gives some output data. We cache this output data locally (and...
Hi @aras-p . Thanks for raising the issue. We are very much aware of it and have it in mind as something we could possible do for the benefits you...
The fix will also be in the upcoming 2022.2.0b16 release. That should be all affected releases.
https://issuetracker.unity3d.com/issues/recompile-after-finish-playmode-option-is-gone
I don't know... will look into it.
The fix will be in the upcoming 2021.3.14f1 release.
Fix landed in our mainline. Fix now in current batches for landing in 2021 and 2022. If all goes as planned they should be in the next patch...
That was related to the refresh not being done when EnabledOutsidePlaymode was selected. As part of fixing all this it will likely go away again....
Ok we are hearing what is being said here. The devil is in the details, since the original feature actually had a couple of bugs/issues related to...
Yes, same as @pahe experiences it seems.
Very well. Seems like we are not kicking off the the delayed refresh when EnabledOutsidePlaymode is set. I'll make a bug report on that. Thanks...
Yes I can see that is not good... noted.
Ok... what if you simply refresh manually once out of play mode (e.g. ctrl+r). Doesn't that recompile?
That makes sense. The new way to support this workflow is to change the way autorefresh is enabled. With the update that removed the "Recompile...
To be sure I understand: You change code related to you project outside Unity. And then you go back into Unity to test whatever is currently...
Can you explain the workflow where the iteration time has decreased. E.g. are you changing code, artwork, pulling from repo or something else?
This question is more likely to be answered in https://forum.unity.com/forums/editor-general-support.10/
These builtin assets are stored in asset bundles next to the Unity executable.