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What's the most recent version of burst that will compile for windows builds on a mac (i.e. Unity Cloud Build)?
Is there an ETA on Burst for Nintendo Switch?
I'm running a linux server on cloud.google.com with a python script that receives POST requests and then calls steambuilder.sh
Thanks. I've contacted sales to see if we can get back to priority cloud builds with our perpetual license. You can close this thread here.
Thanks. While I've got your attention do you mind taking a look at the support ticket I opened today?...
All of my builds seem to be stuck in "Added to Queue"
checked the known issues thread
checked the status page
searched the forums
Yup. I'm doing exactly this.
To replicate the placeholders sticking around issue, make a script with excecuteineditmode that does e.g. findobjectsoftype to populate a public...
Odd. The code shows fine here (in chrome).
When saving out a subscene's dependencies, your code as is loops through a prefab's modifications,...
I'm finding that scene files are being modified just by unlocking and locking them if I lnlock and lock a sub scene which contains a prefab...
Iirc the code only looks to see if the top level of the prefab was modified
Workaround is wrapping UnityEditorInternal.InternalEditorUtility.LoadSerializedFileAndForget(filename) in a try/catch block.
SubSceneEx line 167...
having a similar issue to @ericweiss
updated to unity 5.0.2 and now the editor crashes on save