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https://docs.unity3d.com/ScriptReference/Debug-isDebugBuild.html if(Debug.isDebugBuild) {}
To keep api keys secret, our app has the keys passed to it's config by android studio at build time. This way there is no risk of keys getting...
is there any way to do this directly through the inspector? asking for a friend..
I'm not sure about @Zape but for my purposes sqllite is the format I receive the data in and the async sqlite abilities seem impacted by webgl:...
Did you make any headway on this?
You might also try build settings -> Export (dropdown arrow) -> Clean Build BE WARNED If you've customized your android files at all (xml,...
After downloading the code from github to my project: using UnityEngine; using UnityEngine.AI; [RequireComponent(typeof(NavMeshSurface))] public...
I found out about `UnityEngine.AI.NavMeshSurface.CollectSources` but it must be private / protected since I'm not able to use it. Is there any new...
@ckempke I was hoping to optimize your answer by leveraging a yield return on (pseudocode) WaitUntil NavBuldMesh.IsRunning != true but I didn't...
An easy option to get around this is to copy the url then paste it into an incognito window. I personally use ctrl+shirt+R which flushes cache for...
I'm getting this issue even though I'm using the correctly code [DllImport("__Internal")] is resulting in DllNotFoundException: Unable to load...
I have a 3d application that is used as part of a larger android application. Everything works as expected until a user turns the device off,...
from this link I learned that `UnloadUnusedAssets` will remove currently visible textures if they have a weak reference. I additionally assigned...
I've noticed that Resources.UnloadUnusedAssets works different in the editor vs a build (windows, android, etc) In Editor: memory for old...
In my app I am using `Resources.UnloadUnusedAssets();` and it is triggered as part of the device low memory warning. I have a `OnLowMemory()`...
I believe the correct way to do this is by using vSyncCount
In the hopes that this info is helpful: For my specific situation I am doing the following for macos and ios 1) using $"URI=file://{path}";...
I solved this but changing the path of the include eg. #include "../../Store/TextMesh Pro/Shaders/TMPro_Properties.cginc" extra: I also...
Any luck @Tomas1856 ?