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The sprite will lose its texture. Addressables will force unload the asset bundle.
No. It ships with NetCore to run Roslyn.
What texture compression are you using? It sounds a bit like you're ending up with ARGB32s in memory.
Crunch won't save memory, as the texture is unpacked to a native format on load.
We just KDiff the conflict, most of the time it doesn't even need manual intervention.
You can look at the build report and check what is being bundled into the build. There is a good chance you are ending up with major asset...
Not true. At all. It's absolutely not perfect, but it's not completely broken.
Addressables is a system that wraps around the asset...
Open the controller file and have a look at how exactly it's spelt, there may be sole invalid characters in there.
I think you misspelt Android here, since "bought last year" in this context means "bought 7-8 years ago". ;-)
Don't worry about it man, been there, done that!
From my various conversations with Unity people, I can assure you that your efforts are much appreciated on their end as well as ours!
Thanks Steen. I just hope soon-ish doesn't mean another year and a half, as 1151512 has been up for that long and the workaround only works for...
We all do it!
I just got a response from QA, this is already on the system as case 1151512. It has been in there for a while.
That was literally the first thing I did, the number is in the thread title!
Thanks Leonhard, force of habit. :-P
As the title states, if a prefab is unpacked and nested prefabs inside it reference it, after reloading the scene the nested prefabs point at the...
It means that the asset bundles do not match the ones the catalogue was built for.
Unity only added support for serialization of generic classes in 2020.1. Until that version, you need to derive a concrete class from the generic,...