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I'm seeing this on Unity 2019.4.8f1, and for this project it's when I select a GameObject in a prefab with an OVROverlay component on it (from the...
Having this issue on 2019.4.8f1, have a particle system with prewarm unchecked, but I get a huge hit under prewarm. I think in my case it could be...
Also I notice in the PC/Mac/Linux tab when I set Single Pass Instanced and then switch to the Android tab, and then switch back to PC, it's set...
I'm on 2019.4.25f1 (Android) and I don't see Single Pass Instanced as an option, even though it used to be there in previous versions. We built...
Does saving from Texture2D to file and loading from file to Texture2D block the main thread at some point?
Have any updates on supporting the Quest more officially? Instancing in general works on it, but I'd guess the issue is certain GPUI features...
I'm getting tormented by this 4 years later. Is there still no other solution besides avoiding the usage of _BumpMap or [Normal]? I'm using a tool...
I'm having the same issue in 2019.4.25f1. I have a player prefab with UniversalAdditionalCameraData added, but then there's a prefab variant of...
Still can't get this to work in the editor as of 2021.1.0b11, I've tried both of these: _myCommandBuffer.WaitAllAsyncReadbackRequests();...
Ok it was a fluke, most of the time that doesn't actually work for me. Arg...
No wonder I've been having trouble! Thanks so much for following up and mentioning the solution. :) The most confusing thing is that it does in...
I'm having this problem with 2019.3.0f5. Changing compression settings did not make a difference, at least for 32-bit EXR images. I'd prefer...
I'd never tried an IL2CPP until then (on this new computer, I've done it before of course). I'm not sure how Win 10 SDK didn't get installed the...
Thanks so much for reporting this, I was also able to determine my hanging was due to FMOD, just kind of by "feel" as it were. Removing the build...
I figured it out. The default Architecture is x86 in Build Settings :rolleyes: Making a 64-bit build fixed it. It is now correctly reported as...
I'm testing a recent build from 2019.3.0f3 and my VRAM is reported incorrectly, it's too low: Direct3D: Version: Direct3D 11.0 [level 11.1]...
Maybe my issue is that I didn't install Visual Studio again from my newer 2019.3 install? I already installed VS 2019 from a previous editor...
I'm trying to make a Windows build using IL2CPP from 2019.3.0f3, which was installed via Unity Hub. But I get an error while building, it seems...
Maybe we should conclude that the standalone XR support will not be removed from 2020.1 due to the lack of OpenVR plugin support? There's isn't...
Thanks, good to know. So PerformanceReportingSettings.enabled, AnalyticsSettings.enabled, and CrashReportingSettings.enabled are false by default...