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@TreyK-47 any update on this? It appears sometimes when a content update build is made on a machine other than the one the player made the asset...
in AndroidPlatformSetup.cs The test framwork overrides the project's applciation identifier. Why is this necessary?...
We are able to do content updates from any machine as long as all the content is remote. We appear to be running into issues when some of the...
We are experiencing an issue when shipping a content update. We have shipped some our assets in the local build path, but when deploying a...
Is there any update on this? We are hitting this issue as well but only on a Windows bulid
Here's the scenario I'm trying to cover. Application is built Local Assets -> Game Confguration // Shipped With game Remote Assets -> Game...
To clarify I want to be able to change these Post release. I just want them to be both apart of the local load path and in a remote load path.
For some of our assets we would like to be able to guarantee that there is something on disc to load. These assets would be in both the streaming...
Following up on this thread. We ended up using this as our method. We just fully set the remotepath from code and don't rely on any parts of the...
Overall relying on the RemoteLoadPath to do the right thing is pretty frustrating and seems brittle. It's hard to debug what's going wrong and...
How are you initializing your catalog? Could you drop a code snippet?
We have been working towards having a shared repository of packages for some time now. We’ve recently spun up a verdacio server and are using the...
I've been using the AssetReferencer Object. I did end up getting something working. I don't particularly like not having the flexibility to call...
We're in the same boat and would like a server to control which contnet catalogs are available. We want QA to be able to verify a contnet...
Should I be able to handle all this with code instead of relying on the profile settings? By loading the catalog manually this does not seem to...
Sample errors below I just have an asset reference to a scene that has a sphere where I am changing the material on it. Here's my workflow in...
For some context, we want to be able to QA our assets before pushing them to live, we'd like to be able to have developers test and share their...
Some update The content workflow for making changes to a player with a static path work fine: BuildPlayerContent Deploy to S3 Make Change Build...
I'm running building two sets of content and having the client choose the version to load at runtime. If I update the RemoteLoad in the editor...
Needs some clarifications on how to use the Scriptable build pipeline to solve these issues:...