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I haven't tested that solution yet, but it looks like a good candidate to be used in my projects before Unity implements it natively. Some points:...
Thanks @Julian-Unity3D. We would really appreciate it if you could ping the new responsible for the Authorization package here.
It also happens to me after launching the editor. Some times like this: Detected stack overflow when accessing...
I know that is an old thread, but it is a non-resolved topic, I am linking that Rider issue here: -...
After weeks of fighting with UI Toolkit in my game prototype and finding too many hidden limitations like this one here, I'm deciding to go back...
Hi @Julian-Unity3D, do you have any new for us about this feature?
In some of my old projects, I was also using a task.ToCoroutine() extension I created, then I started to convert them to use async Task methods...
async Task works only with [Test]. and there is no need to remove [UnityTest] because otherwise everyone would have to refactor their code to...
Thanks @icepower2012, it did work well for both Editor and Android build.
Yep, I know it. But you know users, they/we always do random crazy stuff and when working on Photoshop it could be that someone by mistake would...
@esanuriana08, we have exactly the problem in our App. A user uploads an image to our backend and the App requests the image URL so we can...
I created a workaround for that, see the script here: https://forum.unity.com/threads/utf-1-4.1527514/#post-9645968
Okay, I've made a simple utility to solve that issue until it gets solved on the Unity side. I basically added a logic to trigger an infinity loop...
For sure, I really appreciate having the ability to simply serialize my interfaces used by MonoBehaviors and ScriptableObjects :)
hey @Warnecke, thanks for the constant feedback here. I'm using the version "1.4.3", and running async Task methods on Editor Mode will hang most...
This week I just started to check how Unity Authentication works and I'm also very confused about how to put it to work without needing to use...
Check if that is also your case:
Wow, thanks @vakuor and @CodeRonnie for pushing this. Really cool performance Analysis @vakuor, just a hint, those performance results can be...
No no, in vakuor's example the SerializeField needs a base class as well: public class GroundDetectorPicker : ComponentPicker<IGroundDetector> {}...
hey @CodeRonnie, sorry. I got confused because your question was just after my quote to @vakuor example. But yeah, I guess it is better to stick...