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We're able to solve this problem enabling the 32 Bits Display Buffer in Player Settings
I've discovered that setting the following code is causing the crash: _renderTexture.anisoLevel = 0; Maybe it's what caused the crash on...
We're facing the same problem. When I try to open the project in an Android device I got this error in the logs: CRASH E...
Are you using asset bundles? If yes you should regenerate them or at least force a repacking sprites.
If I'm not mistaken, I was able to fix this deleting the Library folder in assets (forcing a reimport of all assets). It may take all day to do it...
Hi, how are you? I'm recently ported our project from Unity 2017.3.1p2 to 2018.1.1f1 and all our textures with compression RGBA 16 bits now have...
I'm facing exactly the same problem... Still no clue how to fix it.