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Thank you for the update. Glad to see a long awaited update to the memory profiler :) I hope the "big internal refactor" went well.
This seems fixed in 1.16 @Lyve81
Hey @hypnoslave Did you read this section of the...
Hey @OnionFan Make sure you call Resources.UnloadUnusedAssets if you haven't already. Check the guide here for more:...
Indeed it's partially filtering rows based on what I'm not interested in but the filters already do an OK job at that (except what was explained...
Hi @MartinTilo, Great to hear you've found the main issue with the color being wrong! I can't wait to see that in the memory profiler package....
Hi @MartinTilo, The usecases I have in mind are mostly: * Removing data that I'm currently not interested in (removing entire columns or rows) *...
Thank you for your reply Martin, looking forward to that redesigned version!
Additionally, It looks like the "Match..." filter on the [Diff] column is not a bitfield, and it's impossible to select more than 1 match:...
Having an export to CSV option available for table view would be a HUGE lifesaver. We could use the power of spreadsheet applications to really...
I'll start off by saying that the current filter support works relatively well. I love the Group filter too. This tool really helps me deliver our...
We're in the same boat. Would love to get info about this. This tread dragged on long enough that we have now already submitted on Switch and...
Hey @aVolnov we have crashdumps showing the same callstack on Windows. Did you manage to resolve this issue?
Hey @eagle555 We're loving this asset. It's proven extremely useful in getting our game to run on low end devices. A huge thanks for writing this...
Thank you @phil_lira . To maximize stripping, Should we then put the pipeline asset with the least amount of features in the graphics settings?...
I found that disabling "optimize mesh data" in the player settings really speeds up our (addressables) builds. of course it comes at the cost of...
The SBP uses a build cache to keep cached results to improve incremental builds. You can find the build cache in your unity preferences (under...
I don't know if this will work. I haven't tried this myself. But can you try to change the asset serialization mode from text to binary?...
It looks like you're referencing the `com.unity.render-pipelines.lightweight` package instead of the universal package. Try this instead in your...
Hi @MartinTilo Here's some more feedback: Tree map: Something that I find myself needing a lot of time: A total amount of allocated memory in the...