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How is this system going to work with the new Apple require starting in January 2019.
(iii) If your app needs to download additional...
We have encountered a problem with the new CRUD API for SpriteAtlases, the following code will not work at all, it never saves, unless I...
Chrome Announced on July 11th that they are coming back, I am not sure exactly when, it is hard to get a clear answer, but...
Ok, Thanks I wasn't sure if that is what you meant, I am going to pass this along to our deployment dev and see if there is anything we can do...
That is really useful.
However for us it looks like the entire game fails to load, which is much worse than just not having player...
What appears to be randomly we will get this error with all of our WebGL games, when this occurs the game will just progress to the end of...
Definitely Happened in
Unity-2018_1_3 as well
Clearing the Cache did not help.
Are you seeing this issue with your tool at all?
We noticed recently that Unity ads is including 2 8MB textures in the more recent Unity ads installs, what purpose are these serving as we...
We are using the Unity Memory profiler, however we noticed that each sprite is included in the atlas but also included as a single object...
Is this in a patch release yet?
we are being overwhelmed with the number of support tickets coming in right now.
We just updated to the Facebook SDK 7.11.0, through the Facebook page and not the asset store.
And when we run the game we get this error...
Any Update to this issue?
If we have a number of NPOT Textures in our game, and we package these in a SpriteAtlas, is there any downside to this method.
Do we gain...
We upgraded to the new sprite atlas system and this is no longer a problem.
So I have a EditorGUILayout.BeginScrollView which does not cull textures drawn with EditorGUI.DrawPreviewTexture if there is a custom...
Ok, Please make sure it is high on the priority list, it is far more valuable than things like the real time map.
Is there an update on which Unity version will support this?
We just implemented a custom sprite packing policy to ease some of the manual work we did before, however when we make out commits to git...