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This problem is caused by plugins (or Unity itself) doing UnityWebRequests that are failing, in my case it was Firebase's trying to send analytics...
Why not hiding them from the main view but still allow searching? It's clear from other packaging hosting solutions that a plain list won't scale....
What I've done is to create a Task to generate a link.xml instead: https://gist.github.com/capyvara/c92c96e17f79eef4714bb6f924a9bee6
Sure, I'll check with him, thanks
There are plans to backport it to Unity 2018?
https://issuetracker.unity3d.com/issues/building-asset-bundles-causes-an-assertion-pluginappendices-dot-size-equals-1-on-the-editor?_ga=2.203147537...
You can do it using the Scriptable Build Pipeline: https://docs.unity3d.com/Packages/com.unity.scriptablebuildpipeline@1.5/manual/UsageExamples.html
I believe you can set a maximum cache size for it on Unity preferences, the default is 200Gb
@Ryanc_unity How do we avoid custom shaders from being duplicated in the player and into an asset bundle? If we do not put the shader in the...
FYI we had this problem and it was a missing android:launchMode="singleTask" on our main activity at AndroidManifest.xml (we had a custom one....
Stealing the thread, there are any roadmap for IL2CPP compilation for Linux Standalone? It will be very useful to dedicated servers.
struct Empty {} NativeHashMap<T, Empty> I believe this works.
It will be fixed on the next version, for now you can fix manually by initializing SystemStateResidueArchetype: At ArchetypeManager.cs near line...
I thought it was a editor-only toggle
So this blocks any burst iOS app basically? any temporary workarounds (like disabling burst globally)?
As a side question, there are plans for IL2CPP on Linux standalone also? maybe will help for headless servers.
Ok, now after updating, the linux standalone shows this while trying to compile on OSX: Failed running...
As far as know, it is hardcoded in Editor, there's no way to disable it nor enable it in the Player.
This last replace will probably be eliminated by the compiler if you don't use the someRandomComponentData in any place. This being said, the...
Just a heads up, updating to the latest Xcode command line tools fixed the problem, maybe the clang version did't accepted symlinks to .tbd's ? I...