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Hi all, mip streaming uses the async upload pipeline. This pipeline allocates a CPU side fixed size buffer (which is customizable) and uses it as...
In the 2021 LTS release, polymorphic serialization offers improved user collaboration and API access, plus more granular handling of missing...
Hi Arjan, You should avoid having code that is required at build time within platform specific blocks. Instead use runtime checks such as...
Hi, The texture data has to be in a specific format for texture streaming (serialized files written for game release). That format isn't possible...
Hi, You can enable the build layout feature in the Addressables preferences window. That will generate a text file that shows detailed...
Interesting. I could only speculate on how the asset got into that corrupt state. Thanks for the description of what happened. If you start seeing...
@stefankohl Could try making a copy of your project and then stripping it down as much as possible? I need a way to reproduce the issue.
@stefankohl I recreated the dependency scenario you're describing locally but am unable to reproduce it. Could you create a minimal repro project?
Dave, would you mind sharing a minimal repro case?
There was a bug preventing loading managed objects out of asset bundles when the class assemblies are loaded through Assembly.Load (built DLLs...
Hi, The cache server should help with your import times (after the first import): https://docs.unity3d.com/Manual/CacheServer.html It is...
Hi. Assets in Asset Bundles will also use the AUP as well
Okay. Thanks for the info. I was able to reproduce it and we'll have it fixed shortly.
NWalker could you provide any details on how to repro this: Do you need to be loading and unloading things, or can you just have the profiler...
The issue will be resolved in the following releases: 2017.1f3 5.6.2 Patch 3 5.5.4 Patch 2
Hi, Thanks for reporting. This bug is high priority and I'm actually working on a fix right now. Stay tuned for updates