A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate
in the Unity community.
Fixed in Unity 2017.4.1f1 !!!!!
"I can see that the pull request is about to land in 2017.2 it was approved by release management yesterday. So should be released with the next...
According to Unity QA, target Release Window for next drop is 21st Mar – 23rd Mar. Crossing fingers...
Unity 2017.3.1p3 has been published but there isn´t any reference to bug 980811. Any idea about the ETA? It´s really slowing our build process...
At the end, I developed this kind of solution. However, I´m still not sure about what the fps value means: every instance is running with this...
I´m still having the same doubt. Maybe @karl_jones knows the answer =)
Is the fix included in https://unity3d.com/es/unity/qa/patch-releases/2017.3.1p2 , @kemalakay ?
Is there any update in your side @kemalakay ?
In our prebake operation, we enable some emissive materials. Nothing special.
I assume that the bake could be done in batchmode, but this option...
I load all the scenes, make a prebake operation and call Lightmapping.Bake. It´s a synchronous operation...
Good to know,
Will the fix be back ported to Unity 2017.2?
No, there isn´t any update. The communication on fogbugz doesn´t exist and there isn´t any ETA. Really frustrating :(
Anyone knows the answer to this questions about FRAPS?
Sharing the GICache is the workaround expected to be used? https://docs.unity3d.com/Manual/GICache.html
Maybe @JakeTurner or @karl_jones know something about this issue :(
Anothe one with the same issue https://forum.unity.com/threads/error-adding-enlighten-probeset.509691/
I´ve reported a bug report but would like...
In addition, I´ve created a new project, adding my scenes and this message appears on the console:
"Lighting data asset ‘LightingData-1’ is...
After upgrading my project to Unity 2017.2.0, I rebaked my multiscene project and when I try to generate a build using my Jenkins system, I´m...
Is it possible to know when a humanoid (for example) enters into a CullingGroup´s boundingSphere?
I don´t see anything similar on the API.