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I also just kicked a new build, and I am still seeing the same problem exactly as I described above.
I still see the same issue when trying to install from the Build Details page. Repro'd after clearing Safari data.
Hi @UnityPeterD and @jlemosz, sorry for the bump, but we are still seeing the issue as I described above.
Thank you, I can install fine from Share Links now, without needing to install any profiles. However, I still cannot install from the Build...
Thanks @wrossmck-unity, yes, I'm interested in validating and fixing my own deployment scripts in the build environment. I definitely test scripts...
I'd love to have the ability to test post-build deployment scripts without having to kick a full build of the Unity project.
The profile won’t install for me today either. Tested on two different iOS devices. Yesterday, I was able to install iOS builds fine, as normal,...
I'm seeing garbled log output in iOS builds for two different iOS build targets (dev and release). The garbled output always happens at the same...
Hi @Benjamin-Gooding, the details for this issue are over in this thread:...
The only workaround I could see was to do the content-update build locally with source content-state artifacts downloaded from the Cloud Build...
I set compressionMethod to "none" on the Android build target that uses the Windows builder, then ran the build target twice, both times with no...
I'm seeing the same issue with long Library cache compression times, but apparently only on the Windows builders. We build our game for iOS and...
Done, request #1501640. Thanks again for your help.
Ah ha, thanks @timtunity3d, that looks like cause of the issue I'm seeing. My test and build steps are identical to yours, where I create a new...
Thanks @timtunity3d, I'll file a ticket. While I do that, can I ask a couple of questions that might benefit others following this thread? 1) Per...
Thanks for your reply @timtunity3d. My configuration is identical, with two exceptions: 1) I'm building for mobile targets, Android and iOS 2) I...
(bump) I suspect that no one actually uses Unity Cloud Build for Addressable Content Updates.
(I posted this question over in the Unity Cloud Build forum...
(bump) Is anyone successfully using Unity Cloud Build to make Addressables Content Update builds? If so, what workflow & configuration are you using?
Is there a document somewhere that shows the definitive workflow for making Addressables Content Update builds on Unity Cloud Build? Is anyone...