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Another question of mine, I have a event which sends us on which region player is each few minutes of his play time and when I see results of it I...
I have a question.
As our project is quite large Amplify Textures output file on build is rather big. About 3.5gb at this moment.
To build our game client we are using auto Jenkins build using script with...
Found the issue, in some nasty way we were using .play function from RPC and it was sending the "Fly" animation when it shouldn't. Noobed!
No, actually sometimes game launch without crashing and than resizing the window crashes it. It looks like that's exactly the issue.
New version crashes for us after launching a build.
========== OUTPUTING STACK TRACE ==================
Bump, made more research on it and when it happens all of the animators have all bools set to false, all integers set to 0 etc.
We have issue that all of the player animators are being rolled back into default pose when there are multiple animators on scene. It...
Bumping, 42 votes already ;)
A quick question - any chance to use InstantOC combined with additive scene loading? ;)
I would like to ask if using Mesh Baker could give better result on VRAM overhead than using Unity batching?
Bumpie :) Any idea when fix will be released? Its in here for more than a year already and really hurts.
Hello, Any update on this issue Karl?
Ok, I see that guide but that changes nothing. Its a very big problem for us since we had to switch off collision between players and NPC's as...
Due to some bad usage of events our project already used all of the points. We'v deleted that code but points seems to never go down -...
Wrote you a private :)
Lets just hope 5.2.1 will be there asap.
Same here. Is there issuetracker filled already? Please link it so we could bump.
Updating into Unity 5.1 gave us a big headache.
I am not sure yet what exactly happens but I am sure its Unity 5.1 related as rollbacking to older...
Bumping - its a bottleneck of our project server