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In Unity documentation, there is a page about PlayAssetDelivery integration: https://docs.unity3d.com/Manual/play-asset-delivery.html It refers...
Hi, some remarks about the latest BestHttp 2.5.0: 1. Debug stack trace collection in BufferPool.cs needs to be switched off. BestHttp is...
Hi, I have performed a speed test - downloaded file with size 248182482 bytes via BestHttp. On Huawei pad this file was downloaded in 66 sec....
There is anoter feature we want Addressables to have - the ability to check, whether some asset can be loaded synchronously, i.e are all asset...
Addition to previous post: we have to add Asset Bundle Downloader to m_CreatedProviderIds and m_ResourceProviderData of ContentCatalog:...
One drawback of Addressables system is that after asset bundle has been downloaded on disk, Addressables starts to load this bundle in memory...
As I can see in Addressables code, all shaders with GUID "0000000000000000f000000000000000" (buit-in) are moved into separate bundle...
I have slightly changed, how download cancellation is implemented. Callback (such as PercentComplete or GetDownloadStatus) seems to be more...
I wanted to create a custom AssetBundleProvider, which would be capable of doing 2 things: 1. Download asset bundles from Internet not through...
I created custom AssetBundle Provider, which is capable to download AssetBundles not through UnityWebRequest, but directly over http, or get it...