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In the end, it was a ScriptableObject instance we had in the Resources folder that caused the hard crash (just by being there) on Linux ONLY when...
Every time I strip away loading assets at runtime it gets further, but crashes on the next time it loads assets from runtime. I've done a build...
I did a build where I stripped most of the flow of launching our game so that it's almost a simple scene. It appears to just be closing when...
Here is the log output Set current directory to /home/x/Documents Found path: /home/x/Documents/linux.x86 Mono path[0] =...
Final addition, we've managed to work-around this crash by enabling "alignByGeometry" in the TextGenerator. Hope this gives you Unity devs enough...
I've made a stand-alone Development build, and attached the VS debugger to get a CPP callstack. Here is the result of the crash: >...
I'm also getting this, but not when loading a scene. It's while creating and destroying HyperText objects. Dynamic array capacity overflow:...
Are you looking at the correct project? Our Project Subfolder is already set, and it's set to 'unity', and hasn't changed since I set it up weeks...
>(as long as there is more than one branch on the repo) That seems to be the problem. Thanks.
I've not changed it, and I just double checked the key is still set for read-only access on the repo. When I perform a build, it doesn't give any...
Sure, it's "tms-app".
Our repo (including history) is 300mb and it's reporting "Project is too large to build for this tier of service. (2.08 GB exceeds limit by 1.08...
There seems to be no option, anywhere. Additional question: Are clones shallow? I'd hate to think history is pushing repos to the size limit for...
Sure. For Steamworks.NET (https://github.com/rlabrecque/Steamworks.NET) Unity 5 currently doesn't work with the x64 version without changing to...
Some external libraries need to change calling conventions for Interop on x86 and x86_64. This requires a define for compilation.
I'm testing out Unity 5 features and we use Steamworks.NET for Steam integration. This works fine in 4.6 but now in 5.0 it's causing lots of odd...
I'm going to see about getting the documentation public first, then look into covering some examples of uLua usage in a game scenario. Not sure...
I can't comment on existing C# implementations at the moment but uLua uses LuaJIT which when compared to the standard Lua runtime has -huge-...
What info would you like? Generally I'm also working on our game that we put uLua together for, so I've not had time to put up a website.
Yes it does, additionally it provides a means to DLC game logic (missions, scripted abilities etc) which you otherwise cannot do in Unity at the...