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Or to be 100% sure, is Awake called on deactivated GameObject ? There is a clue. I have HUDManager. On Awake(), it is hiding all windows by...
Script are attached via the interface not by code. Could it a be a project setting ? I have Mono, .NEt Standard 2.1, faster runtime.
Actually, lauchnind the game though Unity, - I immediately get a log "UIButtonQuitCurrentGame Awake". (text written in a text file) - the event is...
I am using Awake() to subscribe to events. Unfortunately this method is not triggered when the main (and unique) scene loads. Hence, my events...
Migrated from 2021.3.17 to 2022.3.8. Got compilation errors - UnityEngine.Purchasing not found - StoreManager' does not implement interface...
Issues 1. on iOS target, launch the player from the editor, Unity crashes 2. build for iOS. Launch on real device from Xcode, weir particle...
Just inside Unity but scripts were into placed in the Editor folder, ok now Also they are many config settings on the Turbo Switch PRO Window but...
Hello, I have jus bought this nice Asset In my code, I can't access using Crosstales.TPS; The type or namespace name 'TPS' does not exist in the...
Thanks for the link, I have a look ! By the way, as the main lag comes from the instantiation of the same prefab thousands of time to make the...
Hello, I have a game running on Pc/Mac, and then iOS, and android. The game performs much slower on Android (Samsuns S8 for instance) than on...
This was enough to build Thanks a lot for your time !
I found out that it is contained in the Steam sdk It is possible to ignore this folder when building for mobile ?
Editor.log pointed out an error/ StagingArea/Il2Cpp/il2cppOutput/glmdisplay.h:13:10: fatal error: 'OpenGL/OpenGL.h' file not found
I tried to build on main hard drive but to no avail I also tried to move the Unity install to the HD without success Cannot move the whole project...
Indeed, I get everything on external hard-drive (Unity, Android packages and the build)
After Pc/MAC and iOs, I am building for android 64-bits. It works quite well with Mono but to no avail with IL2CPP What is the procedure to...
" UI Scaling: Well, should be obvious. Since the aspect ratio is different, and UI is used differently on an iPad you will want to tweak you UI...
Indeed ! loading user preferred resolution. I can remove this as this makes sense only for desktop Let's test again... Bingo !! Thanks
I have a wargame développer for desktop and currently being ported to mobile The CanvasScaler is set to 1920x1080 with Screen matching 50% width...
Hello, I have a dropdown which allows to select the resolution. In editor it works perfectly On build, options are superseding the drown frame....