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Hello, I'd love to use Unity's ML Agents to train for a turn-based board game. I have 13 years of Unity development experience, just no ML...
That's great! I should've mentioned this originally, we're still on Unity 2019.3.10f1. Which I think Addressables 1.19+ requires 2019.4+. We're...
Steps to reproduce: In my case I have a folder marked as addressable. Inside the folder is only animations (or FBX files containing animation...
This worked for me! Was able to remove my custom Addressables code completely! My Implementation (hope it helps someone):...
Seeing this issue is fixed now in 2019.4.23f1.
Just confirmed Android working for me now on multiple play throughs with 2019.4.23f1! Thanks for the fix!
I'm also on 2019.4.21f1 and experiencing something similar. It's definitely asset bundle related, I thought it might be addressable related so I...
There's another post which helped me narrow down that this is somehow Addressables related. Thought I'd post here to hopefully get some more...
Just wanted to confirm our team is in the same boat here. And having to comply with Apple's requirement of "show an approval dialog to download...
I've never attached directly to a Canvas for this. I always have 1 RectTransform object underneath the canvas that I attach SafeArea to, then I...
Thanks @Gotlight! What about finding references when used through Addressables, we're starting to move a bunch of our prefabs to load through...
@DavidUnity3d Is there a way to move this post into the Addressables forums? Don't want it to go unnoticed.
I also just updated to 1.2.4 and see this happening on our build machines. I was previously on 1.1.10 also and didn't have this issue. Looks like...
This is a very weird bug. It's 100% reproducible from my project whenever I try to build using our command line scripts to make the build (just...
I'm simply trying to remove all the old bundles from the device and can't see to do it. I've made sure that there are zero bundles loaded before...
I think your Math.Floor is making every percentage 0. And then 0 * 100 = 0. Try: int(model.PercentComplete * 100) + "%"; casting to int will...
@unity_bill I'm still seeing progress issues with downloading asset bundles. I'm using var downloadHandle =...
@unity_bill This approach works above, but one concern here is if there are any updates to how Addressables BundleProviders work, i'll have to...
An update on this, I successfully am using runtime generated signed urls to load asset bundles. Turns out was actually fairly simple. Here's how...
Thanks @Favo-Yang and @unity_bill. The signed urls are dynamically generated and expire after 15 minutes. So there's no way to just compile them...