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Hi chr1swilli5ms, did you find any solution for your problem? I'm facing the same issue. Tried everything. Looks like memory gets allocated...
Hi kwsuzuki, did you find any solution for your problem? I'm facing the same issue. Tried everything. Looks like memory gets allocated (around...
Hi Ricardo, do you have any new insights or hints on this topic? I am still experiencing a 20sec-freeze on loading a model for the first time on...
Hi Chintan, I edited your code like the followig: <script>function CopyToClipboard(arg){ var copyText = arg;...
Thanks for the verification! I was just confused because it worked for some time with iOS beta 5 + older ARKit plugin version. Even on my iPod. :D
Still having trouble with - iPod 6th Gen, iOS 11 Beta 7 - Unity 5.6.2f1 / Unity 2017.1 / Unity 2017.2 - XCode Beta 6 - ARKit 1.0.8 from Assetstore...
I got this bluescreen with - ARKit Plugin 1.0.8 from Assetstore / ARKitTestScene - XCode 9 beta 6 - Unity 2017.1.0f3 - iPod 7.1 6thGen / iOS 11...
Thanks for the hint, I've double-checked. - Camera Usage description is set to "AR BABY". Even tried to change to "camera use". - Update from...
I use the updated plugin from the assetstore (1.0.8 - 16.08.2017). Also tried to pull the project from bitbucket (updated 21.08.2017) today....
I got ARKit working before on iOS 11 beta 4 with XCode 9 beta 3 and Unity 2017.1.0f3. Since updating to iOS 11 beta 6 and XCode 9 beta 5, I can't...
Hi there! I've just starting looking for ways to build asset bundles in the cloud. I would like to build assetbundles from a project in batch...
Hi, thanks for uploading the demo scenes! Do you already know about a solution for building assetbundes in UCB?
Hi there, I'm also interested in producing asset bundles via unity cloud. How is it going with this feature? Best, Flo
You can save the output of the profiler (binary data and frames per second) in seperate files. It worked for me on iOS. // write FPS to...