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I am displaying a bool as two buttons that the user can toggle between in the inspector. I indicate the current chosen value by drawing the...
We ended up using third party texture loading libraries that had a much smaller performance spike on load. Couldn't get WebLoader to work well...
I have a screenshot function that captures the game view's current view into a texture but it relies on Screen.width/height and the camera's...
I see the source code for the Sprites/Default shader in the built in shaders download from the Unity archive. What I don't know is where to put...
I put a frame delay between when loadingWWW.isDone is first true and the call to var tex = DownloadHandlerTexture.GetContent(loadingWWW);. There...
We are loading one at a time (the StartCoroutine for UnityWebRequestDownloadHelper only gets called when we are not loading another texture). We...
Pretty standard code recommended by Unity for UnityWebRequest. See https://docs.unity3d.com/Manual/UnityWebRequest-RetrievingTexture.html...
From the file system, the hard drive disk
I have created a duplicate thread in the iOS forum. Not sure if it's possible to close this thread as it's no longer valid unless someone can...
Our game cannot have all textures loaded at once due to memory constraints. We load them as needed from disk using UnityWebRequest. We have...
I thought it might go in Documentation section since there is no documentation about what EarlyUpdate.ExecuteMainThreadJobs is. It appears to be...
Yes it's for a build that is running on iPad. Is that what you mean by "built" game? Is deep profiling a feature that will be available for...
I don't seem to be able to use Deep Profile. It is greyed out for me. It says I have pro license active so I'm not sure why I'm unable to use it
I'm experiencing slowdowns in my game at specific times, particularly when using Unity Web Request to load in a texture from disc. I tried using...
I would also like to know this, I did a test and sound played out of the speakers fine but I am nervous that in a non-development or official...
I am trying to get an effect where the renderer "pauses" by showing the last frame for x seconds. I am using the method where I take a screenshot...