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Another issue is the absurd amount of disk space required for android IL2CPP builds. For iOS builds we end up with roughly 5 GB of used disk space...
Just an FYI we made an SCSS preprocessor already: https://github.com/arfinity-io/unity-sassimporter
As far as I am aware the issue has been resolved in 3.2.0 of the package. The issue should no longer pop up. If it does you might have modules...
While this is an extremely annoying problem, its not show-stopping and it also doesn't prevent publishing on iOS. Using the workaround in this...
For various things being able to launch XCode can be essential, such as running Tests via the TestFramework in Playmode on a device. In our setup...
You can't essentially. This has been discussed before, and AppClips with Unity are unfortunately not usable right now. You can _try_ to set the...
How did that happen? Just use the regex postprocessor and everything builds fine. Its not an elegant solution, but it works and shouldn't be a...
@AlienMe That's because this issue was introduced in the 2022.2 line
While use Game view for now sounds like a good idea, it comes with its own issues. I for example have this issue when using Game View:...
I'd like to point out for anyone else running into this issue that the current 3.1 version that is force-shipped with 2023.1 does not have the...
I'm sorry if this is a bit ranty. But now that I've read the whole topic and especially the dates I'm extremely confounded not only how this could...
Just ran into both of these issues and after submitting bug reports for _both_ of them found this thread. This is really annoying and its sad that...
Ok, so apparently you can reference dylibs using their name you however _also_ need to add them to the link binary with libraries build step in...
Basically as the title says. We're shipping a C-library that consists of multiple shared libraries in .dylib format as a framework. Unity...
I'm not but thanks for the heads up :) Right, but in this case you'd create Behaviours that matter to how things behave and let the artists play...
Right. The idea is probably going to be to delegate resource acquisition and release exactly as you also suggested to the points where object...
Well, the same issues would arise if you were to create and configure that GameObject from another MonoBehaviour and then hand it off to do its...
So this might be a weird question for all of those of you who use Unity with a lot of MonoBehaviours. I have code that creates GameObjects which...
I never had the problem in the first place. My problem was of a different nature. The problem statement here was that you cannot call classes from...
Yes, basically make sure you aren't doing it. Or if you _want_ to do it make sure to delay by one frame if you added something in the same frame.