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public static IEnumerable<GameObject> GetAllRootGameObjects() { for (int i = 0; i < SceneManager.sceneCount; i++) {...
Following up -- This appears to be Windows Editor only, and on specific graphics hardware. We've only been able to reproduce on systems using...
Application.targetFrameRate no longer works to limit frame rates, at least in the Windows editor. Have not tested full deployments yet. Steps to...
I'm not sure what more we can add by re-filing; it's the same bug, with same steps to reproduce: UnityWebRequest -> Try Get Asset Bundle -> 100%...
Additional #2: This is not limited to the editor. It happens in live deployed clients on Windows and Android.
Additional: I was able to also get editor CPU use to 100% using a WWW request to pull down the same asset bundle. Seems like it might be an asset...
From 5.5.1f patch notes: UnityWebRequest: Fixed the issue of a request continuing execution after exiting playmode, resulting in high CPU usage....
Can confirm it is nested sub-emitters. Disabled the rain's sub-emitter and memory leak went away, even with 5,000 instances.
We've been running 5.5.0p3. Most definitely not fixed -- Simple scene with just a rain effect duplicated 20 times climbs memory use to 5gb in...
What is the status of this? It's a show-stopping problem preventing product launch.
Hey! Spellbook has recently launched a Kickstarter for our new game made with Unity, Heroes of Dire! [MEDIA] In Heroes of Dire, a new...
Your variable TempSensorData is defined as a string, and will always be a string even if you set it to a float. It implicitly converts it back to...
I have to imagine considerations like these change with time. The Unity guys/gals are probably starting to (or soon will be) discuss Unity 6......
Hopefully a resolution or workaround soon? Production and deployment is at a dead stop because of this.