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I have not been able to get a cache value. I used Smart.Default.FormatWithCache, gave him a null Cache which he does initiate, passed him a...
Awesome, thanks so much Karl <3
Is there a way to generate a FormatCache after formating a string, or is there another way of getting a FormatCache? Maybe a global cache? I...
Yes, the new cinemachines don't have m_ComponentOwner when serialized :D However i ended up not using them since i would have to replace a lot of...
Thanks for the info, will get back with the results :D I am using prefabs in a sense that I instantiate one prefab which has a Cinemachine setup,...
I have been serializing Cinemachine components and unserializing them like so: public static string[] GetCMSerializedOrdered(GameObject parent) {...
You could look into Addressables :D https://forum.unity.com/forums/addressables.156/
There are a lot of ways you could be moving your sprites. As there are not enough details in your question to give a nice answer i would recommend...
@aer0ace awesome article :D
I will be using Addressables in a future project as i have pretty much made everything i need to work. After a month of tinkering, testing,...
Had a same issue today. AA 1.1.4 SBP 1.4.1
I have created a SerializableDictionary<some enum, AssetReference> and when i click to create one in the editor it makes the editor all...
If anyone is having trouble using this in a case @F_A_Duque7 mentioned, just comment the 20th line (moveMe.z = moveMe.y;) :D
Yes there is :D In the AdressableAssetSettings there is Player Version Override. Basically every client could have a different number, and when...
U would need to edit your catalog to point to older hashes, and i do thing you should change the hash in the catalog as well, but i'm not sure how...
Yes, if you put it in the local bundle (it being Static) it will be built. Here's a thing you can try: put a scene in an asset group and put a...
Well if you don't build the scenes then of course you don't have duplicates between the assets and the scene as there is no scene :D
You can have an AssetReference to a scene. Also you can try the second answer here...
Well if you are building the app then yes, you would need to build the default local group(or anything else marked as "static"), but for content...
Here's what happend to me and how i fixed it. If in a scene you have a MonoBehaviour with for example a reference to a prefab, if that prefab is...