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In my case, I was able to resolve a similar looking issue by upgrading from 2021.3.2f1 to 2021.3.16f1.
In my case I was able to resolve this by upgrading to 2021.3.16f1.
I was able to take a stack trace from the editor process on a Linux machine while the process was stuck: #0 __lll_lock_wait...
I'm experiencing the same (if not very similar) problem on Windows (Server 2022) with Unity 2021.3.2f1 (accelerator v1.0.941+g6b39b61). For me...
I am seeing this also, 200-300 constraints yeah maybe, but 300k constraints smells like a bug
Just as an update to anyone hitting issues uploading builds to Google Play with the new 64-bit requirement: You must disable x86 android output...
Thanks for the replies @unity_bill - much appreciated. This is understandable, and I have been aware of it in the root asset bundles since way...
Just wanted to check to see if there were any updates on this caching issue for WebGL builds? Disabling asset bundle cache fixed it for us too,...
Update: I have been able to make it partially work by disabling the CRC check, and manually replacing the updated bundle with the initial build's...
Following on from this, likely related but not sure if its worth its own separate post so adding it here. From the documentation at...
We have been doing some further testing of Addressables and have run into some issues. In one simple example, we have addressables referencing...
@unity_bill As an update, I believe this can be fixed by setting the BundleCompression in the constructor of...
Sorry for the late reply, You are correct, that happens for sure and that is our use case. That's a good idea, thanks for the help!
Having similar decompression problems as well. We're on Unity 2018.4.1f1 and version 0.8.6-preview. It runs the scene somewhat, just with a lot...
Currently this is the way our project is built: I set "Build Remote Catalog" to true and set the Catalog build and load paths to remote. Set the...
Thank you for the reply, that pointed me in the right direction. We were not building building locally first with the catalogue marked as...
Is there functionality to build a set of local bundles that is included with the build, then have those same bundles be updated via remote server?...
Any updates on when this update will be available? This is a fairly big drawback to the package manager, especially if it takes weeks for any...
What about the file 'libopus' - is it the same plugin but also set to be run in the Editor? That could be the clash.
Ah thats cool. Yep, you can definitely do that! Its even on the link you just had: You just have to manage it yourself. Unity hasn't always had...