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It would appear a windows update is needed to support our .net core. let me know if this update fixes the issue for you (it has on my VM)...
Thanks for filing the bug and making us aware of it, we'll be looking into it soon.
Did you happen to switch from .Net 3.5 to .Net 4.6 when you upgraded? .Net 4.6 uses the platform's default path separator, whereas .Net 3.5 would...
Right now we've chosen to follow the existing behavior of threads within Unity. We're looking into an overarching solution for this issue.
This behavior is expected, and is the same behavior as if you spawned a thread that loops and prints output. The next time you enter playmode (or...
Please file a bug.
The behavior with \0 being different than .NetFW is definitely something we want to look into...it might just be our native debugger code is...
What version of Unity are you using? The Il2CPP debugging was enabled for standalone players only on 2018.1...other players like IOS were added in...
Changes to support async/await in edit mode are in the process of being landed in trunk at the moment
Enable debugging as you would a mono player “Ensure you build your application with Development Build flag enabled and Script Debugging turned...
I believe I did fix that in the process of fixing this bug. Do you have a bug/ticket? I'll make sure QA verifies the fix.
@Fillmore The workaround will only work for il2cpp players. In any case the bug has been fixed, and will come to 2018.1 and 2017.3 within a few...
We're not aware of this issue on the 3.5 runtime. Please file a bug with as much detail as possible so we can look into it. For more discussion...
I've filed a bug for this, will update this post with the issuetracker asap...
Also, let us know what scripting runtime version is set in the editor.
We implement our own synchronization context to resume on the main thread (since calling unity apis is not supported on background threads, and...
The current behavior is that the continuation will occur on the main thread after WaitForFixedUpdate in the player loop, but this may change in...
For those currently stuck on this, I've provided some code for a workaround for the time being....
Sounds like it might be a bug. Do you have a small code sample that exhibits the problem? If you file a bug through the bug reporter we'd be happy...
I've gone ahead and created the bug. You can track the fix here https://issuetracker.unity3d.com/product/unity/issues/guid/934819/