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Hi @Inter-Illusion, I have fixed the issues with Arabic and rich text tags locally, the attached modified files are based on the current latest...
I've also just noticed that GetPreferredValues does not seem to take into account any of the "Spacing Options (em)" set on the Text object...
Hi @Stephan_B , I came across this thread as I am trying to set a TextMeshPro object's rect to its preferred size within a maximum width and...
Hi @Stephan_B , Sorry to resurrect this thread, but it seems relevant to an issue we are seeing at runtime where fonts are not being unloaded....
@rustum @travelsound84 @Venkify Sorry to necro this thread, but this is high on google for this topic and formed the basis of my migration a...
Hi @Inter-Illusion, Thanks for the update. I was wondering if you have managed to make any progress on this? I have just updated to the latest...
Hi @Inter-Illusion , Just circling back on these outstanding bugs in the hope you've had some time to fix them? I'd also like to bring your...
Thanks @Inter-Illusion , I am just trying to update to the latest version now to test my 3 open I2 bugs against the latest code and noticed that...
I'm going to reiterate again how essential functional test ads in the editor are. Most development in the real world is done in the Editor, that...
Hey @JeffDUnity3D , We use IL2CPP for all our Production builds, but nothing comes close to the speed of a local Mono Android build for on device...
Hi @LIU_Hanyang96 , Have you got any idea when we can expect a release that fixes these issue? Thank you.
It's weird that you weren't able to reproduce... Maybe a Project Setting or device specific issue? I was testing on a OnePlus 6T with the mono...
Hi, During testing of Unity IAP 4.1.2, I have had our game crash a handful of times during boot on iOS. Looking at the device logs it seems to be...
I just hit it again: [ATTACH] [ATTACH] Line 317 of IAPManager is: [ATTACH] The Dbg class uses Time.frameCount: [ATTACH]
The syntax is correct, I cached the Google extensions to a variable. I don't have the problem code anymore as I have refactored and added...
Hi @JeffDUnity3D , Did you try using Time.frameCount in the OnDeferredPurchase function? The problem will only surface if you try and use Unity...
We're using 4.1.2. I don't see anything in the changelog of 4.1.3 that would change this behaviour:...
You can see an exception in LogCat: "Unity UnityException: XXX can only be called from the main thread." In my case XXX was "get_frameCount"...
Hi @JeffDUnity3D, We are also seeing our Android deferred purchase handler not being called on the main thread....
Hi @davidla_unity , It seems like enabling UnityWebRequest for local bundles could be the silver bullet to this issue :) Can you take this to...