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Greetings, Profiling on device(Android, Samsung S6) and I am seeing a large RenderTexture in memory. I have gone through all the cases, where we...
private void GameOver2() { // Toista GameOver-ääniefekti, jos se ei ole jo toistossa if (!isGameEnded && gameOverSound != null &&...
Sorry for the delayed reply. Well the issue was solved when I replaced the AssetReference with a string(key). So I believe what I've said still...
I am terribly sorry for not getting back about this issue. I have since made a debug build with autoconnected profiler and used memory profiler to...
private void Update() { if( Input.GetKeyDown( KeyCode.F10 ) ) { System.Reflection.Assembly assembly =...
Thanks Martin, will do that in the following week. But just for information sake: Would an AssetReference in a ScriptableObject that is included...
I've tried also with memory profiler package but nothing helpful was shown as to what is holding/loading the assets into memory. Also it was an...
I don't want to preload them. I am trying to figure out what is causing them to be loaded into memory without manually loading them. I cannot find...
We are experiencing a crash upon killing the application on iOS. Stacktrace: UnityEngine.Material.GetFloatImpl (System.Int32 name) (at...
Is it possible that addressable assets that are serialized as AssetReference in a preloaded ScriptableObject are always loaded into memory? I am...
@Stephan_B Do you perhaps know if this was already fixed? We are encountering this with TMP 3.0.6 and Unity 2020.3.26f1