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Apparently, the above code will make the 2nd frame black ugh..... :(
Meanwhile, I'm using this code to circumvent the first frame black.
var frameBuffer = RenderTexture.GetTemporary(frameDescriptor);
for (var i =...
The overall score is 4/10 - It is not that you can't make games or get the job done with Unity. But this score reflects on my opinion of the...
Up, the ScreenKeyboard implementation on Android has been notorious for years. It makes input UX on Android universally bad. Users have been...
THANK YOU. I just tested my project on that version and gain a massive performance increase in Android getting rid of ReadPixel code.
Recently, Unity sent me an email asking me whether or not I would recommend Unity to my friends and collegues. I wanted to answer with "it depends...
Jeez, no one cares about how LWRP looked anymore. Not to mention you used 2018 BETA to prove your point.
You should test these with the latest...
Sound and texture should be fine by loading from your own server at runtime using UnityWebRequestTexture and UnityWebRequestMultiMedia.
button.interactable = false;
Why don't you just only show the next sequence button?
Hi, I found 2 problems using the latest NatCorder
Unity 2020.3.4 LTS
Android IL2CPP, gles2, gles3
Thank you for the fast fix <3 . Yes, emoji 1.1.1 fixed the wrong parsing
It also worked with the latest verified TMP for 2020 LTS ! (3.0.5)
I also found out that if the emoji is put in consecutively without space it will not parse correctly.
Try this example
Hello, I have tried the new emoji package 1.1.0
In unity 2020.3.4
It work in TMP 3.01 and 3.03
but the emoji broke in tmp 3.04 and 3.05
Apart from what you have done
My project also used this simplified UI shader for the elements that don't need masking....
You need to use sprite atlas. 71 drawcall is a bit much. Always use sprite atlas
As far as I know, URP performance is quite bad on old Android devices. What phone did you use for testing?
Is there upgrading guide from V1? We're considering upgrading to v2 for the emoji support.
The only solution right now is to use custom plugin(Advanced inputfield 2) on asset store.
Even if Unity finish implementing it today, this change...
PLEASE and THANK YOU. It's been soooooo long without native support.
Thanks for clarifying.
Where can I read about this, I can't find information about it in the doc