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I had this same issue. A workaround for me was to rollback AppLovingMediationFacebookAdapter In my case that dependency is defined in...
Bee is a Unity internal build system used to build the Unity Editor and Player runtimes. Recently Unity started rolling this out to accelerate...
Just bumping here to check if we get any progress on that. @Stephan_B
I've had a similar problem, trying to load the same scene twice. I've solved by calling the Addressables.LoadSceneAsync instead; or in your case...
I've solved it by deleting the `Library` folder. :rolleyes: For those who aren't familiar, this folder is recreated by Unity, so no harm here. I...
Well, I get your frustration, but it may have its use. I run (again) into this problem today. By using ARFoundation 4.1.0 preview 6, I was...
Thanks @fherbst Already bought it, seems very polished!
I am having these same errors using ARFoundation 4.1.0-preview5 in 2019.4.4f1 when try to run the app on the Editor, in the Android and iOS the...
I am not using a custom XR SDK Subsystem, just the regular ARKit/ARCore XR Plugins, and get 4 similar warnings in the Editor. The apps are...
I wish I had a checkbox in `AROcclusionManager` to toggle occlusion per platform (iOS, Android). I know I can do that with an extra script...
Do you have any other asset/plugin using UIWebView? You can try the approach from the post above.
and this fix is also in (now released) 2018.4.10f1 LTS.
Yes, even the 2017.4 will receive a patch. Check the ticket 1180664
In the Unity toolbar Assets -> Reimport All
You can try resetting the packages to default values (go to Help -> Reset Package to Defaults)
Glad that you find this workaround. In our project (not an ARFoundation sample) we aren't using ARKit Face Tracking
[Fixed] I had a similar problem like the one in the op from @MaxXR and many others in this post when trying to make a build in Xcode. The culprit...
Thanks, @MartinG for the detailed description! I had the same problem, and now I can put this solution into our versioning system.
I am having this same problem. You can consider using a minimum area as a threshold. To compute an area we could use the ARPlane.size and then...