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1st, for "Send Profiler Event" checkbox, from the screenshot, since it is not showing a warning message, I assume you've already set "Send...
Same issue here, with package v1.11.2 I'm using a temp fix as following to work around. (Though I don't know if it will cause any side effects.)...
I'm doing some preloading logic by code: var handle = Addressables.LoadAssetsAsync<UnityEngine.Object>(label, single_onload_callback) await...
thanks for your info. I'll try to look into that example project. However, as I've tried code running, it does not work that way, i.e., cannot...
1, maybe the naming 'load' I used is ambiguous, should be 'get' to be more specific. 2, RAM.
I think I just want a method like this: GetSync<T>(Object key) which: Get a single asset synchronously in loaded assets cache (in memory(RAM)). If...
Thanks for the clarification. That's right, now I've successfully worked it out by accessing them during my initialization process....
Using Unity 2017.1.0p4 I've created a playable asset script and a playable script. The playable asset script is like: [System.Serializable]...
For now I found the 'Console Enhanced' plugin in asset store works well by multi selection directly in its console window. It has lite and pro...