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Introducing the new Universal Render Pipeline and High Definition Render Pipeline subforums!
Unity 2019.3 Beta is out now.
You can use the [UnityTest] attribute. See third example down in https://docs.unity3d.com/Manual/PlaymodeTestFramework.html. Been working for me...
Heads up, "is null" is on par with ReferenceEquals. Might be easier to read. Just tested in the editor, about to do Android IL2CPP tests.
Has anyone tried "UnityObject is null" vs ReferenceEquals(UnityObject, null) ?
+1 on official support
I have searched and can't seem to find a good answer. Why would you ever use OVRCameraRig.usePerEyeCameras = true? The only thing I can think of...
I have been having the same issue on the GO and GO only. I'm actually getting better perf on the GearVR S7 than on the GO. Unity 2018.3.0 OVR 1.32...
Just dropping the link here for those who are searching this thread. Thanks for the hard work....
Sorry mate, just to clarify, where can I find it? Package Manager in 2018.3.x or 2019.1 beta?
How did the push go? Can we expect an update soon?
Having the same issue using Samsung S7, running Android 8 using Unity 2018.3.3.
My man!!! Thank you!
Sorry to bother mate but any idea when this will be released? I am still not seeing it in the package manager.
Any timeframe for when the Dynamic SDF will be available?
And you win the prize! Thank you so much. Working for me in 2018.2.10f1
+1 XCode 10 is out now but I still don't see it in my Cloud Build console.
if you are using a custom Gradle file, make sure that it includes:
So I did a similar experiment. Everyone is recommending using Linear for VR but when I asked an Oculus rep, he said that you need to use Gamma for...
So just to be clear, using IL2CPP, the Unity try catch catches the error? or does the error just not crash the app?
@_Paulius Does this go for Application.HasUserAuthorization as well?
... Just checked, it worked for me 5.6.1p3
Did you find a solution? I am looking for Android and iOS.