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You're right about it not being a bug, but it is an inconsistency of behaviour of similarly named methods. I don't think the forum is the...
@LeftyRighty Have you opened a bug report with the project from the gif?
Temp and Library can both be deleted without backup; it's standard practice to ignore them in version control. That said the actual issue is...
You can use "lsof +D <PROJECT_FOLDER>/Temp/" to see the specific processes locking temporary files. You can use "kill <PROCESS_ID>...
I'm guessing you reversed ASCII and binary - since binary would be smaller, faster, and was added in 2.71? Also of note, if you drop the .blend...
I think there might be an issue with Unity Shader processes not terminating. I don't know why it would only affect projects on NTFS partitions. I...
If you're using the Cardboard SDK this is a known bug in their GitHub. Some materials cause this issue; the workaround for the time being is to...
Edit: solved, see top post Thanks @whatyouwant, that does make more sense. Edit: I'm now getting the following error when trying to build to an...
Do you have development builds enabled? That caused me trouble but with a different error message.
Edit: Solved, the issue was an incorrectly setup /etc/fstab. This link shows how to correctly setup that file, other references left out the uid...
When creating a Development Build for Android I get the following error: Error building Player: CommandInvokationFailure: Unable to forward...
This would be exceptionally helpful. The "Plugins for Android" page only gives a paragraph on the topic of Android Library Projects and from it I...
That's because you added it to the scene. You should not do this, it is added to the scene when you call AddMessage(...) if you're using my last...
Added a couple updates to this script. [ATTACH] Now call AddMessage(stuff) instead of message = stuff. You don't have to call...
I updated the C# implementation to take multiple strings per update cycle. The following replaces the DebugStreamer.message = "text to display"...
Many thanks, this helped me catch a divide by zero error that only showed up on initialization, and only affected Android. :)