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We have a misunderstanding. I created the binary file with the needed GameObject informations (some texts and a vector3) and removed the generated...
Hi, to be more clear: I put my needed object data into a binary file and put that into a script in my scene. This script incl. my binary file was...
Hi, my mistake was to create thousands of gameobjects in my scenes and save that into prefabs. The prefabs are text based formats, so all the...
Hello einWikinger, I'm just dividing my project into one main project (containing logic, UI stuff) and some data projects holding the data. This...
Hi davidla_unity, thanks for your post. I will try to use the workaround. My first problem is time - changing all assets will start a reimport...
Hi Alan-Liu, thank you for the hint. Will try that and report back. Kind regards.
Hello, while exporting Addressables I get this new error message in my project: INCORRECT HASH: the same hash (-1474147694) for different...
The problem has been solved. It was a bad idea to place a lot GameObjects into prefabs. As the prefab is a text format, the files got huge after...
N00 - N09: only 6.25 GB in prefab files will be processed successfully when building addressables (Result: 1.87 GB). When adding more prefabs to...
tried to build only N00 - N16: crash: System out of memory While building addressables: Display says: Calculate Asset Dependency Data -> up to 15...
another try. - Created a new project in 2021.3.5f1 - com.unity.addressables@1.19.19 is used - exported some Assets from complete project -...
Next try: - Removed all prefabs from project and imported them again. - Build AssetBundle via AssetBundle Browser started to export bundles but...
Hello Unity Addressables developers, found some crash bugs over the last days while trying to build Addressables / AssetBundles. (Unity/Unity Bug...
Hello, using 2021.3.0f1 I tried to create a specular workflow shader in build-in target pipeline. There seems to be only the metallic workflow?...
Hello Alejandro, sorry for this late answer, but the problem is gone. After 4.5 hours all Addressables were created successfully. Thanks Unity!
Thank you @Tautvydas-Zilys! Will check it out later with my project. Good to have a workaround. Edit: Ok, workaround is working. Thank you!...
Hi @Tautvydas-Zilys, just updated the bug report (Case 1343559) with steps to reproduce the problem. Edit: Link to Bugreport added. Kind regards.
Hi, Visual Studio 16.10.2 update has also no effect on this problem. Posting an Unity Bug report... Case 1343559 May be this will speed up...
@Marks4: Thank you for your reply. I'm targeting Browsers on PC/MAC and not mobile devices. Now the devicePixelRatio is a setting which can't be...
Hello Unity, is there a way of reducing the devicePixelRatio at a running UnityInstance? Problem: If the WebGL Build is set to fullscreen on a...