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We haven't tried that but we moved to .NET 4.x for some functionalities that we required, for some specific platforms. We would like to keep that...
Previously, due to an issue in previous versions of Unity we removed the use of the XmlSerializer class completely. We recently restored those...
Just to be clear. This disables the certificate validation completely. Not something you would want, especially when you're communicating...
An issue has been made in the Issue Tracker. It can be followed here;...
@nilsdr Thanks for the suggestion. We're discussing the possibility to do the conversion in our backend.
@nilsdr As I understood from reading about it on the internet CMYK is mostly used for printing purposes, yes. Storing all textures for the app in...
The issue is clear after doing some extra research on the things @nilsdr mentioned. I still think it is strange that Unity handles it without...
@Aurimas-Cernius It happens in the Editor, but not when you drag the images into the Editor. (In that case they're not loaded using a...
In our project we download almost all our assets during runtime using UnityWebRequests. We recently noticed that one specific image shows up as a...
We're currently having the same issue, after updating to Unity 2019.2.4f1 from Unity 2018.3.11f1, and I will try the possible solution that @DrViJ...
We just noticed that the Asset Store page is removed and says that the plugin has been deprecated. Not sure how long this has been but it is...
Would be nice if Unity did this by default, I haven't found a way to do this from within Unity. Did you?
I just used two different package id's and hope it won't break anything when we finally try to push it to the Android Play Store. This solution...
Just to be clear, the certificates are issued by a trusted issuer, the problem is the system store being out-of-date or just missing trusted root...
Is there a possibility to let Unity do it's validation and when that fails make the custom CertificateHandler do its thing? What we tried was the...
So for the last two days I've been trying to create my own Android plugin to be able to listen for Intents using the onNewIntent(Intent intent)...
Sadly, no. We removed NAudio completely and build a on-demand conversion in our backend for our UWP project.
This is good to know because our main focus is currently on UWP with the IL2CPP Scripting Backend. Have you tried this in the 2019.1 alpha of Unity?
@Aurimas-Cernius, do you know whether Unity is working on something that would fix what unity_QBcwkEg8dONugg found (post above)?
@Stephan_B have you had any time to check out the bugreport?