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The Asset Database does not know what textures are part of the build or not and OnDemand Importing for it is a little ways off still. As a result,...
In Unity 2019.3, there was a bug with SpookyHash not including certain bytes in it's hash calculation, as a result you could get a cache hit, or...
Ping: I haven't forgotten about all this good feedback. Very much do appreciate all the great information and details folks have provided. Sadly I...
Ping: I haven't forgotten about this feedback. Sadly I don't have anything I can mention yet.
We support backwards compatibility, however it's not guarantee it under all situations as player serialized data is a subset of the editor...
Hi ArjanBroosSioux, The note in the documentation is about the scripting defines in the current running editor code, not the resulting script...
Scriptable build pipeline does 2 passes over the data, First pass collects dependencies and build knowledge of the assets being build, Second pass...
BuildPipeline.isBuildingPlayer is set and used by SBP during these critical paths and can be used for this case.
Addressables' duplication detection system does detect shader use and advice you to assign them to a bundle, and I believe it has a fix for me...
@sebas77 can you rebuild with your SlowLoggerUnity hook disabled, they seem to be causing editor log entries to be written out of order to what we...
Hmm, I'm not sure then. Can you file a bug with your repro for us to look at?
This vaguely looks like an old file size limit issue. What are the sizes of your bundles built by addressables?
Apologies I was only made aware of the initial type issue and quickly replied with the update to that issue missing the rest of the context in the...
The monoscript bundle option will be fixed with Scriptable Build Pipeline 1.19.3 release. In the short term, if you want to modify your local copy...
The first error is the main source of the issue, it's basically saying that an asset named "slider thumb focus@2x" (which I believe is a texture)...
Pretty close to the same answer as before: Multi-threads is not possible today as the Unity APIs that we use are not thread safe. Though we have...
#2 is fixed, #1 is something we are still working on as we want to make sure that we only bubble up failures, not things we can just ignore and...
We have a fix for this in SBP 1.19.2
I haven't seen any code changes that would explain this behavior on the asset bundle side of things. Can you please file a bug report and we will...
This API was added a few years back, and it's a bad API name as no patching in the traditional sense is actually involved. What this API does is...