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Is your project small enough? Could you make repro and send a bug report? I have just stopped to bother as we switched back to Unity 2020.3.47,...
Ok there was really more to it, and your assumption with Admin was correct. [ATTACH]
Hi @Unity_Javier and thanks for quick reply It was taken from two separate sessions (that's for the process IDs missmatch) My configuration goes...
Hi, it seems that our Unity 2020.3.47 get's stucked while compiling mono in debug mode and burst compiler active [ATTACH] [ATTACH]
I can provide repro project if you feel it should be handled by Unity. But it's code using reflection, and thus unpredictable from API point of...
Hi @tmars happened to me as well. It turned out I was adding singing capabilities twice which caused error for me. Try to go through your...
@tmars do you have any easy repro? I've got only some third party libraries in large project which would be really hard to make small repro...
Hi, after migrating from Unity 2020.3.38f1 to Unity 2022.3.5f1 my build fails, with this unspecific error/exception. What can I do to investigate...
According to this tutorial I would expect that used memory would be reported with some precision or latency....
Hi dear reader, During my most recent experiments with memory on Android devices I have found significant differences in behaviour, that I can't...
AllowDebugging just pust a lot more code into the build. It's not a surprise that you get it first or only with allowDebugging on :)
After many investigations, you will find that Metal probably passes to _CameraDepthTexture, current depth buffer. From my point of view, due to...
Finally got it working Thanks
Ah great :) this is probably the piece of puzzle I was missing :) I'll give it a try and if some problems occurs, will try to get more info. You...
Thanks for more indepth answer. I have figured out that when you pack Validation Layers from NDK...
Hi, Oh, what a terrible mistake I've made. Thanks for answer :). Saved my day
Hi, is it possible to incorporate Vulkan validation layers into Unity build somehow? Or how do you deal with bugs that freeze Unity only on some...
The only thing that we have figured out is to use NativeRenderPlugin for each platform you are targeting, and copy DepthBuffer from there. But...
Just to show no-one knows the answer?
Thank you for the explanation, this behavior is better that what we have expected :)