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Personally i think they misunderstood my request even though i tried several times to get them to understand. Even got them to reopen it after...
I abanonded use of awaitable for anything since i originally discovered the issue so i haven't tested the feature again since but they closed my...
A way to also use span or NativeArray would be great as well and not just limiting it to C# arrays. Additionally adding similar support to...
Agreed i would very much like to not have to pull in a 3rd party library or write my own implementation for something that should just be in the...
At this point we will be rolling our own analytics service using QuestDB as a database backed for storing events, which works for us since we have...
Similarly for my case it goes from $860 down to $517 with the new pricing, while a good decrease this is still significantly too much from going...
Also for future reference they did confirm my original timescale bug here: https://issuetracker.unity3d.com/product/unity/issues/guid/UUM-37783
Yes i could use a cancellation token but the point is that their docs say they should be functionally equivalent and they were not functioning as such
Also just something to note here for unity developers + managers. Just because people aren't posting here doesn't mean that people aren't watching...
Yes i also am waiting on a response to these issues. Additionally, i would like to add why hasn't the pricing page been updated to reflect or...
Honestly this was my thought as well that someone forgot a 0 when typing out the pricing or something.
Thanks for the recommendation btw, i may just have to migrate over to their services if this goes though.
I don't understand how this change is justified, if i understand this correctly our free game's usage(not monitized ) of unity analytics (with...
Any updates on this issue @Unity team? this is effecting a number of projects currently.
Any update on this?
Also after playing around with my reproduction project i may have found another bug. Unless I am misunderstanding something here which if that is...
Awesome thanks! Also as for the timeScale issue i was told on the report that it was "by design" which doesn't make sense to me so i wouldn't mind...
Additionally i've found a bug with: await Awaitable.NextFrameAsync(); When calling Time.timeScale = 0 (i believe on the same frame as the await)...
After diving into using the new async Awaitable i've noticed a few limitations. First WaitUntil is extremely useful in coroutines so having this...
I would like to see a change in how audio time is handled/and or reported to users to be consistent across all platforms. In webgl the audio time...