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When I enter the key of a potential Addressable in my custom Editor, my code uses Addressables.LoadResourceLocationsAsync(key) to check if it's a...
Searching the codebase itself, the only explicit references to System.Reflection.Emit are within platform-specific #if conditions that exclude...
@JoshPeterson I was experiencing a similar issue at runtime since updating from .NET 3.5 to 4.x: NotSupportedException:...
It IS an awful lot like your suggestion! We added the twist of duplicating the path to each Editor folder so we can still see where they came...
FWIW, the solution we've ended up going with is this: Create a top-level Editor folder per game (I actually called it "_Editor" to distinguish)....
@karl_jones I appreciate your pitching in on this thread. Thanks for the info. I'm working on a very large project, a container that includes 20+...
I too am experiencing the frequent jumping and defaulting to 2x, the cause of which I can't determine - it's quite inconvenient! FWIW, I'm on a...
I have the same problem. My alias works with those passwords in Editor just fine, but Cloud Build just keeps displaying that validation error.
Hi David! I'm afraid I'm seeing a similar issue, blocked from signing my app in Cloud Build, but perfectly fine in Unity Editor. Having selected...