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Hello, Unity folks. Me and my team are doing a check-up to see if anyone else has been affected by the prolonged Review times on the Google Play...
We'll try downgrading Unity IAP to what we had before and see if that helps.
Yes, the only errors we've seen are from this single method
This is what we do on startup. Hope it's readable. public void OnInitialized(IStoreController controller, IExtensionProvider extensions) {...
No, your internal IAP code can't seem to find the info about the subscription when we have initialized it. To activate the subscription effect in...
Still doesn't explain why our users suddenly "lost" their subscriptions when we updated. And prior to the update, you were able to click our...
Hi, we recently updated our Unity IAP to version 1.22.0 and suddenly got a lot of errors from our users concerning Google Play subscriptions....
Alrighty. Thanks for the response. Sadly, we haven't reproduced this on any of our own test devices, and so for only 1 user has reported the issue...
[ATTACH] [ATTACH] Anyone have an idea as to why the normal Distance Field shader might not work on some mobile devices? So far we've only seen it...
So, I've been playing around with the new 'Custom Outline' feature in the Sprite Editor and I've noticed that I'm able to lower Verts count pretty...
Hey, ckaroun. I actually got this answered from the Unity guys back when I sent them a bug report instead. Basically Animation Culling does not...
So, the evaluation version is working good now, thanks for that. I've spent all day setting all of our sprites with SpriteSharp (without testing...
Getting this error in the latest Evaluation Version. On Unity 5.5.2f1
I'm not a true programmer, but from what I know the process of reading two 2048x2048 textures is faster than reading one 4096x4096 texture. Like...
Will something like SpriteSharp work with the default sprite shader then or will it only help if I also fix a better shader/material? :o
Alrighty. Thanks for the answers.
We're in the optimization phase of our game and we've gotten pointers towards transparency/alpha in textures/sprites being quite costly to render....
I have no idea what QualitySettings.masterTextureLimit does, and I only have experience in working with mobile devices, but I wouldn't recommend...
Have this question posted on 2 forum posts and 1 'Unity Answers' question. Gonna bump 'em all until someone proves me wrong that this feature...
bump. Guess this is a broken feature?