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Hey WebGL devs, I just finished running some load time benchmarks and thought I'd share my results. Small sample size here, so if anyone has more...
Looks like they fixed that in 2020. Gotta wait for that or look at the change they did in the UnityLoader.js and manually do the same in your output.
Ah figured it out, just overwrite the file with the compressed version (no .gz) and set the content-encoding on the host, then it just works!
Hm, that's interesting. How did you load them? Did you keep the .gz extension and use that as the url and it just works? Or did you have to remove...
Is there an available API to use Unity's compressor to do that? Or do we still have to use a third party solution for that sort of script?
How would that work if the engine isn't even loaded? Is there something I can do in javascript? Also, how can I catch errors that happen from the...
I have thought about other ways to go about this like you guys have suggested. I suggested this feedback for the least pain from a...
I'd really like a crunched single channel texture option like Alpha8 or R8. My use case is the WebGL client downloads many assetbundles that need...
Hey @ryanc-unity this is great for crashes/exceptions within Unity, but is there a way to get visibility on failures to load the engine in WebGL?...
I just now found out that we can set custom metadata that we can use in the filters which serves my purpose. :) `...
I'm not sure if this is helpful or not, but I got this error after upgrading to Unity 2019.2.9f1. It was previously working in 2019.1.7f1. (Also...
So, has the API been exposed? I looked through the patch notes and didn't see it mentioned.
Is it possible to add custom filters?
Is that documented anywhere? I've tested and seen that behaviour, but I haven't been able to find documentation on it anywhere. (It's also not...