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Ok, solved it.
I simply needed to register a callback for value changed.
var textField = new TextField();...
As an exercise I tried converting one of my custom inspectors to use UIElements.
In my original code I have a TextArea that uses a string field...
Works for me with a ScriptableObject in 2019.2.13. The SO gets loaded on running in both editor and on iOS device.
This is now working in editor and on device.
I have a bug in Project Settings on 2018.4.8.
If I uncheck 'Request Authorization on App Launch' option then click to different settings, e.g....
After importing the 1.0.3 package into a project on 2018.4.8 I get this warning:
No script asset for UnityNotificationEditorManager. Check that...
Not looked at it in ages. Didn't trust it as didn't seem reliable. Perhaps it's better now.
Ok, my mistake with the package not returning the token - I had an error in my code. It works fine. Also, everything is working on the Tapjoy side...
@_Paulius there seems to be an issue with the device token on iOS when using the package.
I'm using the latest 1.0.3 package.
I have a third...
Can you confirm this is still the case in preview.23? It's not listed as fixed in the changelog. Thanks.
@_Paulius please update the changelog for preview.23. Thanks.
You can install from Package Manager. Just make sure to view preview packages.
Why, when importing a package, sometimes the import window shows only the package contents, and other times it shows the whole project?
If you create a notification with a badge, how do you then clear the badge?
I am seeing this too.
Submit a bug report?
@joeksy can you provide a link to an older version of the Hub as 2.0 is not nice to use atm?
Exactly the same for me. Now having to hover to locate the project I want to open.