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I made a normal layout (like you would in any normal Android app) and embedded the unity view into that.
The application was simple and small enough to keep within that one activity.
Sorry, didn't have a problem like this as I have kept the normal quit/resume/pause calls from the unity player activity!
Yes, I have a high number of UI objects in the scene, most of them being inactive at a given time though.
I only use one single canvas in my scene though, not multiple.
After not getting it to work I scrapped the idea of keeping it "alive" and eventually just put it within another view (which never gets...
My app depends on 5.2 and I also get reports of this crash :(
A new version with push messages for friend invites, several bug fixes and solo highscores has been released today!
Was someone able to produce this bug reliably (maybe even with a small project)? I had around 3 crashes within 300 users on day 1+2 and I can't...
Check out these two reviews of nous if you want to hear a neutral opinion about it :)!...
[IMG] Today marks the release of "nous."! It is a minigame-based single and multiplayer game with focus on the latter. The goal is to hold out...
Hey everyone, I ran into a problem I never faced before, a crash within the UnityWorker thread. I can't imagine the cause, the moment it...
Did anything regarding canvases in the editor change in Unity 5.1.2? The editor is completely broken for me, only showing the bounding quads of...
Thanks for reminding me about the updates @MrEsquire - somehow the editor stopped alerting me about them! The problem regarding overhead spikes...
Bump, I really need a fix for this overhead spike problem.
@aabramychev @zuzzu Just did! Case number is 704521 and here is a link to the bugtracker:...
Thanks for the message! It's exactly the way I am doing it, except that I am using the low level API so I don't use the NetworkMessage :) Mine...
Hey, I am currently adapting my game to use the new low level Network API, but I noticed a little problem regarding the GetRemoteDelayTimeMS...
Sadly, I made no progress so far. I barely use any alpha images (that are visible) while animating, so I don't know if it is related to that. It...
News! Apparently drawing the thing on the top myself using OnGUI (with the exact same features etc) the RenderOverlays goes down to about 2ms,...