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So.. is the fix released to 2017.1 branch?
I'm also getting this error with after switching to Unity 2017.1 and new runtime when using https://github.com/SaladLab/Json.Net.Unity3D library....
Bump
It is very common for native plugin to start some activities and wait for their result. Right now you need to subclass from UnityPlayerActivity...
Almost everything is not a trivial task on android :) Can we hope for android support in 5.6 release or it will be delayed to 5.7?
Yeah, missing Android support ruins the whole idea of VideoPlayer feature in 5.6
Running sample project with adam sample video on my Google Nexus 5X (Android 7.1.1). App crahes with stacktrace:...
How to use custom gradle templates from 5.5.1p1? Cant find any documentation on this.
I'm getting: Assets/CSharp vNext Support/AsyncTools/AsyncTools.cs(13,29): error CS0433: The imported type `System.Lazy<T>' is defined multiple...
Is there a way to force msc.exe compiler on OS X (so debugging with MonoDevelop works) while preserving Roslyn folder for windows guys?
Btw, it would be great to make plugin compatible with Unity's code hot-reload. On first sight moving intialization code to OnEnable() does the...
Yeah, on the second thought it's really bad idea because there will be C# 7.0 soon which is not supported by Mono 4.4
Yeah, from a maintenance side that's probably is not the best idea ever :) Regarding Unity 4 I think it's ok to drop it.
My point is that Unity 5.5 now has Mono 4.4 built-in. But by default it uses Mono 4.4 compiler in .net 2.0 mode. All we need to do is to use that...
Event if it's some kind of Apple bug it's better to start with UnityEngine.Diagnostics.PlayerConnection.connected set to false than just crash.
up
Exported Simulator SDK project to make some measurements in simulator. App crashes upon start with such crash log: Thread 0 Crashed:: Dispatch...
Just had a thought that for Unity 5.5 plugin can be simplified to using default Mono 4.4 compiler but without forcing it to .NET 2.0 mode
Hi, I'm new to Unity so question must stupid but googling gave no results for me. I've generated Xcode project for my with DeviceSDK first, after...
Btw I also had a thought that more fresh versions of mcs.exe like 4.4.2.11 or even 4.6 master could be working. Where you got that mcs.exe? Cause...