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Any workaround for this please?
Hello, I'm using Unity IAP to buy subscriptions in my iOS game. On sandbox, I buy a "1 month" auto-renewable subscription, then I have 5min...
I just think it should be processed internally with CheckForCatalogUpdates, but it's not :( Thanks for your info, we also deploy asset updates in...
Thank you @andymilsom !
Hello, After several days working with Addressables system, I also understand it's basic concepts. Now I need a very typical use case, let user...
Oh never mind, it's my fault. I used wrong path for the addressables_content_state.bin file.
I don't know but I also encounter this issue with git on my CI/CD build. How would I fix this with gitlab CI/CD process?
Thank you very much @andymilsom ! One more question, do I need to make a "New build" for the Player release 2.0 if all assets I'm using are not...
I'm going to do something quite similar to this: - We deliver the player build with some initial levels. - After the build is live, we might do...
Hello, I'm new to Unity Addressables system, and here is my use case I'm going to use with Addressables: - We deliver a player build with some...
Hello, I'm using GoogleMobileAds-v4.1.0 (with Unity 2018.4.12f1) on iOS and got these strange issues: Every time the banner ad loads/refreshes, I...
Oh I see, it's reasonable. I will consider to use an older version, would be 2018.1.9. Thank you very much for your information :)
Hello, I'm using Unity 2018.3.0f2, and the build on Windows 10 Mobile is very bad performance, about 4~6 fps, although the game scene has only...
I also think about this solution. But this is fine for static elements/groups. And the best optimized solution is we should have an editor script...
This is a good hint! Thank you. I tested, and switching CanvasGroup's alpha between 0 and 1 does not cause any heavy operations. I should use this...
I have found this recently: https://unity3d.com/learn/tutorials/topics/best-practices/guide-optimizing-unity-ui Especially this section:...
So what is your solution for this please? We have 2 atlases in this case, and in the most optimized setting, we should have only 2 draw calls.
If you switch "Deep Profile" on, you will see that alloc come from the initialization of the cachedTextGenerator of the Text, this is another...
It's here: https://bitbucket.org/Unity-Technologies/ui/ :)
Yes, just follow the instructions of README