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I would be more curious for a comparison of a version running the old .NET RT vs the new one *both* on .NET 4 :)
But also cause a lot of missing links in assets. On textures that won't hurt a lot but still not be nice. On other asset types it might cause...
Same issue for us ... Currently I only know of two options: 1. Replace texture assets (and other big ones that aren't needed, like A/V files) with...
Yeah, might do that. There's still a bit of time before next release :) Was just taking 1.8.0 because 1.8.2 was marked as beta on your downloads page.
Thanks Patrick, your tips seemed to lead to the proper solution :) OnApplicationQuit can be called multiple times and it's hard to track down the...
Looks like that's already happening, InControlManager.OnApplicationQuit calls InputManager.OnApplicationQuit which in turn calls ResetInternal....
Added log outputs. SetupInternal is called once at the point we set up InControl, ResetInternal once on quit, both as expected I suppose. The...
Pretty sure we don't do anything like that, but I'd check it ... There's no InputManager.Reset method though ;) I suppose you meant Reload? PS:...
PS: The reason I updated was in hope for a fix for a crash with the native input module that we had for a long time now. Unfortunately 1.8.0 is...
Hi Patrick, just updating to 1.8.0 (finally, we were still on 1.6.7, but that shows how well it worked :) ). Was wondering why there's quite a...
That's exactly what we're doing in our game and don't have any issues with it :)
Hi @Ryanc_unity , I'm glad to know that a Unity dev actually noticed this thread :) What you suggested sounds like a possible workaround, though...
Well, compiling on the client (wonder how long that would take considering the game should know the exact variant it would have to compile) or...
Very cool... now, just release .3! :D Thank you, Alexey
Hi @alexeyzakharov , Running into this regularly these days, so ... What about being able to record more than 300 frames for our own purposes...
Hi @grrava , have you ever been able to solve your issue? We're running into the same "fork error - Failed to launch UnityShaderCompiler shader...
Hi, one of our biggest gripes with the current system to build AssetBundles is that we have to select one of the BuildTargets, i.e....
Hi lordofduct, thanks for your reply :) We are aware of that API and actually use it for some purposes already, but it won't work here. The...
Bump, also added "feedback" prefix in the hope to get it seen :)
Just for reference as others posted in here too: Started a new thread with the feedback prefix (and tag to be on the safe side) here:...