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Resurrecting this thread to say that we are still seeing missing Android native symbols in our crash reports on 2019.4.2. We've opened an issue...
We're using 2019.4.2f1, so perhaps the change came downstream to both the 2019 LTS and 2020 branches?
Thank you for keeping Heap Explorer up to date! In my experience it's a hell of a lot faster and easier to use than Unity's Memory Profiler...
We could do, but this is a codebase with hundreds of MonoBehaviours in it. I'd much rather find a root cause for this issue than play...
We're currently upgrading our game from 2018.4 to 2019.3. We've dealt with most of the obvious issues, and now we're just tracking down some odd...
I believe the bug was closed out as no repro. I was unable to reproduce it again either after the fact, which was disconcerting.
Interestingly, we haven't noticed this issue in our project for a week or so. Very strange.
@jdrewsen Pinging this thread again in case you haven't seen this yet, since I know you were asking for a repro earlier.
The reference breakages seems related to files upgrading the new serialization formats, so we force reserialized everything using...
@jdrewsen I have isolated the issue down to as min a repro as I could and uploaded it through the Bug Reporter. You can find the ticket here:...
We're seeing a similar issue on 2018.4.18f1, having just upgraded from 2018.3.5f1. We have a SciptableObject that contains a reference to a...
Thanks for the info! Seems like it doesn't hurt anything to keep calling XRDevice.model, so maybe I'll do that for now and then swap to the new...
I'm upgrading our VR project to Unity 2019.3, and I'm trying to replace our references to the obsolete XRDevice.model API. The documentation...
Aha! I have isolated it down to the SourceAssetDB file. If I copy in the 'good' SourceAssetDB, everything works fine. If I copy in the 'bad'...
Interestingly, this does appear to be entirely related to the Library state. I made a shallow clone of our project, deleted all the assets from...
I discovered that modifying the ActiveOnDemandMode broke things worse -- the editor would freeze when I tried to load into any halfway to complex...
If you've already loaded the resource from memory (say, during a loading screen), then any calls to instantiate it should complete synchronously....
I've posted some additional information that might be useful in this thread:...
Update -- it appears that manually setting ActiveOnDemandMode does fix the exception from being constantly thrown, but it replaces it with a new...
I'm running into this as well. It appears to have broken our ability to run Edit Mode unit tests in the Test Runner, because hitting Run All will...