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Kind of late, but this is turned out to be by design.
You can do that if you export your project as Android Project Just add a couple of files to make it a Gradle project
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Yep, seems thats the only way to go. Pretty sad, though
Might be not related, but there are reals problems with "big" asset bundles besides the one you wrote about (I mean, with bundles that have a lot...
Yep yep, still interested. Anyone? This seems to be a big flaw in caching system
Still interested in that :)
Let's assume I have a bundle which weights like 100mb, and it might be updated on server. If it gets updated, a client re-downloads it (using...
This part of the post from that topic kind of explains it: "Internally, Handheld.PlayFullScreenMovie comes with two different implementations...
No, I don't use these... actually, I have such an error on 5.3.2p2 but the same project built with 5.3.2p1 doesn't have that issue. It also seems...
Same here. Anyone?
Hi. Caching.freeSpace returns enormous amount of bytes on Unity 5.3.0 (around 9 petabytes, yep!) on both iOS and Android. Also, are there any...
Which one is for "Don't process"?
Great thanx! Hope it will be added to documentation, would be useful
Hi, If I want to set placeholder from editor script, I could do it like this: PluginImporter p = PluginImporter.GetAtPath...
Report id is 750001
It's the same way on 5.3.0f2. Should I submit a bug report on this?
Yes, sorry, forgot that I changed it before while testing.
I checked it on 4.6.2, created a new project, put Newtonsoft.Json.dll into these folders: Assets/Plugins/Metro Assets/Plugins/Metro/Win81...
Yes, I'll try it on 5.3.0f2 and tell you the result I don't want to. It's the default option. Also I'm almost sure this worked on 4.6 without...