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I've tested it again now and it looks like it's working, can you elaborate your situation?
Really appreciate you taking the time to write all of this, it's a really cool implementation : ) We have a 'minimum' build version mechanism but...
If you don't mind, may I ask you how you modified the configs to limit this in the future?
I've tested this morning and it seems to work on my machine. @Havokki do you still have the issue?
Unfortunately, no update so far has fixed the issue on our end. We are now trying to revert changes we made in the previous builds leading up to...
I am uploading the build today, the only other hint I got so far is that in the AdMob Unity plugin, there's a C# 'lock' statement instance here:...
Hello there! Has anyone found a solution or has an update on the above? I recently started to get an alarming rise in ANR as well (they went above...
It looks like it's working now! Thanks for the super quick fix @JeffDUnity3D !
using UnityEngine; using Unity.RemoteConfig; using System; using System.Collections.Generic; public struct EXPERIMENT { public const string...
Pull and Push work correctly, but when I run the code, if I print the content of appConfig I get the 6 variables that I had defined until...
private void Start() { Logger.Log("remote", "Start"); ConfigManager.FetchCompleted += ApplyRemoteSettings;...
Hello! I am running a project on 2019.4.14f1 LTS on MacBook Pro, Catalina, latest version. I've been using RemoteConfig successfully for months...
@Neonlyte I'm attaching a screenshot of the warning, Xcode won't let me copy and paste. Btw this happens ONLY if you already have live builds....
@danipren cocoapods is a dependency manager for iOS, I assume firebase uses it to install itself / update itself when targeting the iOS system,...
Are you using cocoapods to install Firebase? This is a long shot, but if that is the case, cocoapods will generate two files for the Xcode...
Removing "Auto Graphic API" and setting BOTH Metal OpenGL 2 (Deprecated) solved the issue apparently
Hello! After updating to Unity 2019.3.5f1, the latest XCode builds have the flag "metal" in the "Required Device Capabilities" dictionary in...
This works, but wouldn't this break when the codelessIAP package gets updated and overwrites the changes?
thanks for the update! what do you mean by 'reworking my tests to be runtime tests'? edit: we've found what's causing the CB to hang forever:...
correct