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Personally I believe that runtime USDZ export could be nice for some purposes but runtime USDZ import is IMHO a feature that would see a...
Is healthkit now added automatically so no need to add it manually in XCode?
Same here, 2017 2.1p2. Goddammit..
I'm trying to use Arcolib on Unity 2017 (2.0p3). So far it seems that at least iOS (min iOS 10.1, target iOS 11) builds fail with this error:...
What an annyoing bug, affecting me too!
That should do it, thanks!
@Stephan_B I have some ambitious multi-language plans, which includes support for asian languages and several types of TMP Fallback fonts. Now I...
I really want to buy this asset based on the fantastic reviews and mobile features - but I'm concerned that the last update was 10 months ago....
Can't wait for this to happen. I must say you have some great persistence not just in making your assets top-quality but also useable for...
@KevinGelking Good if I could help. To be clear, he most simple solution is likely setting this to true: Name Files As Hashes: False => True...
Definitely sounds like a normal browser stale HTTP cache problem. In my opinion the easiest way to avoid it would be to make sure that the WebGL...
@Marco-Trivellato I was not aware of this thread while wondering why .unityweb data caching was working less great than expected. Didnt even know...
Resolutions seem very bugged inside Facebook Gameroom, does anyone have a.. solution to fix it cleanly?
@Simie Some corrections to my previous post: the NPOT-textures (which are a minority in SRDebugger) are going to an sprite atlas, which isnt so...
Hi, i noticed that SRDebugger adds some images to all builds, quite many actually, though they are very small files. I looked further into how to...
To me it seems the biggest hindrance to WebGL success are slow load times. After some tests I noticed that the reason is mainly lacking browser...
A workaround until a fixed Android SDK Build Tools 26.x build is available is to copy build-tools/25.0.3/apksigner* and...
Me too. Could be connected to some canvas being in world space.
One clue: the crash might be one that occurs only on an OS X setup with multiple-monitors connected, resulting in startup crash with black screen....
I just noticed something I missed earlier in Unity docs: https://docs.unity3d.com/Manual/UnityIAPiOSMAS.html...