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No this is for release builds and I'm using 2018.3.4
Samsung S9: v9
I found this happened to me when I started using app bundles, switching back to apks sorted the issue out.
So if you just call Render() on the camera and then do ReadPixels after that then it should work.
That's basically the same thing I'm doing.
In my case I was able to just call a function immediately after I called Render() on a camera.
Then at that point in time things like the active...
The basic case seems to work in 2019.2.9 I can confirm. I was having the problem in 2019.2.6 and .9 fixed it.
Yup updated android studio several times, and yes 100% English names.
Adding this to the default template seems to be working in a quick test
var gameInstance =...
Has anyone else noticed if you build a WebGL project and run it in Edge then if you use any mouse behaviour that requires clicking and dragging...
Sadly I can't compile direct from Unity so I have no choice. I've had to go back to using the internal system and just building apks :(
Unfortunately I'm using 2018.3.14 and these are different instructions to those you posted
These are the ones I followed...
This thread has the errors I'm seeing
So giving up on bundles until this gets fixed, hopefully Google don't drop support for apks
I think I'm going to have to too, annoying because they are heavily promoted by Google as the way forward and they do make the downloads smaller...
Creates a new lock file when I build and then seems to give much the same results
How are your best people getting on with this, it's now October and using 2018.4.10 it's still happening.
Tried everything above and nothing...
I'm not seeing any errors in the Pre-launch tests. Just 1 warning about APIs
Are you building app bundles?
I'm finding they break Prime31 plugins.
If I build 64 bit apks all is good, but build bundles and they stop working...
So I'm finding that if I build an app bundle using Gradle then a load of stuff that works fine in individual apks gets broken. For example Vuforia...
Using Unity 2018.3.14 turning off multi-threaded rendering worked for me, app was crashing just on Pixel 2 and 3 phones with Android 9.0...
Did you find a proper solution for this?
In order to support 64 bit builds, which are now a requirement, you have to use Gradle.