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So starting to move to Assembly Definitions: https://docs.unity3d.com/Manual/ScriptCompilationAssemblyDefinitionFiles.html Assembly definitions...
It seems so obvious now - not sure how I missed that (but I did say I am probably missing something obvious, haha). Thanks!
I have been trying to search the API and Google and so far haven't come up with anything. The problem seems simple enough. From a C# script I...
Assuming you have already tried the other suggestions in this thread? The only other thing I would think to check off the top of my head is code...
I know this is from 2014, but we are running into something similar with Unity 2018.1.8 using UnityWebRequestAssetBundle.GetAssetBundle. We are...
On a couple devices (iPad Air 1 & 2) we are seeing problems with the CPU spiking and locking the main thread. This was tested under Unity...
That was it! Somehow the build server had a weird license file. I was able to delete /Libary/Application Support/Unity/Unity_lic.ulf and then open...
The directory definitely exists. We use it before invoking Unity and I double checked on disk just in case. I will try to give as much of the log...
Building through command line has worked great all the way through Unity 5.6. On Unity 2018.1.0b13 it seems like projectPath is ignored and it...
Figured out a workaround. Making changes to dirty the .bundle.meta file got it updated from serializedVersion 1 to serializedVersion 2 and these...
So previously in Unity 5.6, all .bundle plugins would be built in Application.app/Contents/Plugins In Unity 2018.1.0, 64-bit only .bundle plugins...
Adding the following to link.xml allows SslStream to work on Android IL2CPP as well under 4.x on 2018.1: <assembly fullname="System"> <type...
I still get an error logged to adb logcat during the SslStream constructor under Mono in 2018.1: E/Unity (23382): Unable to find libc But no...
Update: I have tracked the Android issue down to an IL2CPP problem. If I switch the scripting backend to Mono on Android the exception no longer...
After changing Scripting Runtime Version to "Stable (.NET 4.x Equivalent)" there seems to be some incompatibilities with things that used to work...
We ended up just always using GL_RED if the GL_EXT_texture_rg was supported and if that hit an error we just fell back to rendering to GL_ALPHA....
Looks like this was most likely caused by an editor DLL referencing obsolete (UnityUpgradeable) API. After fixing that warning, it worked. Unless...
When I go to build a Mac Standalone player in Unity 2017.1.0, it hangs after the following in the logs: Load scene 'Temp/__Backupscenes/0.backup'...
Basically. Really hoping to upgrade to Unity 5.6 soon, but this is definitely a blocker.
Great suggestion rootPL, done.