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@Abdou23 You pretty much only want to version the "Assets" folder and the "ProjectSettings" folder. The other files shouldn't be versioned as they...
oops, my bad! I haven't used the Application Support directory myself (I use the Documents folder usually), but this post should be helpful:...
Here you go: http://docs.unity3d.com/ScriptReference/Application-persistentDataPath.html
Example: int? nullableInt = 0 as int?; When you make an XCode build this causes a compile error in the generated IL2CPP code. The error is, "No...
Hmm including dSYM and bitcode should not increase the size for the app store. Both dSYM and bit code are not served to users, they kept on...
We've written the majority of our shaders in GLSL, but we're developing on OSX and our games have been primarily mobile. As @marcSP mentioned we...
You won't be able to play linked videos (I'm assuming you're planning on using a MovieTexture?) as MovieTexture won't work on mobile. You can load...
Are you sure about that? The ipa you send apple is going to grow in size after submission as Apple does some stuff to the ipa (adds their DRM for...
This is correct, the dSYM size will not be added to your final app store size, as the user is never sent the dSYM. It is kept on an Apple server,...
Not sure what CI system you're using, but you probably don't want to be committing the XCode project. The build system should get Unity to Build...
Last time I checked OnApplicationQuit is not called on iOS. You also shouldn't rely on the app closing to save data, as the app can close at any...
You may want to post the symbolicated version of these crash logs. They're pretty much useless at this point. Here's how to symbolicate a crash...
Awesome! Good to hear :)
Using the profiler will incur a small memory cost, which is probably why it's crashing for you (you're too close to the memory limit). If your...
Generally I've found on those 512 devices it's a bit less than half. The os will usually start killing your game around 230mb. Sometimes you can...
You really need to be using the profiler with the device. You will get inaccurate results if you profile memory in the editor. Are all your...
@JoshPeterson submitted a bug with the project attached, here's the case's ticket: 749728_17qc7kvk2ol5co6j
@JoshPeterson I notice when I build with 5.2.3f1 it has to compile more files than 5.2.2f1. 392 files for 5.2.3f1 and 356 files for 5.2.2f1....
I was just getting ready to upload a build to apple and I noticed that our build size increased from our previous upload. I went back to 5.2.2f1...
This has changed my life. Thanks!