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Got this answer in a support ticket last week; Regarding your question about using XR Simulation Environment together with Meta Quest Link, it is...
@andyb-unity Are there any plans to implement meshing? I know it works the same as the planes (they're created in the scene setup and are thus...
Yes, sorry, it doesn't fit the original question. This was more of a "+1" for the missing LoadAssetAtPath error messages. As I understand it, a...
In my current case, a field in the settings instance is being retrieved from an Editor script during SceneView.duringSceneGui and/or EditorUpdate,...
+1 It would be really nice to get better error messaging from AssetDataBase.LoadAssetAtPath. We currently use a settings framework (shout-out -...
The AR feature is not enabled. Only "Engineering". This is a fresh MR Sample Template. All i did was follow the setup instructions. This is unity...
So far it's been going okay-ish with OpenGL, however, we're still getting; Skipped rendering frame because GfxDevice is in invalid state (device...
Alright, seems like it's vulkan related. Build worked after downgrading Meta OpenXR package to 0.1.2 and using openGL. Upgrading back to 1.0.0...
After stopping the app from the developer hub and restarting i get native crash on every launch. [ATTACH] Attached tombstone;
Yes, this is what I've been doing (not using ARCore, I've still gotten that error). Also, did try the MR sample and followed the guidelines you...
Just trying to get quest 3 working with this package (and no OVR), and it simply doesn't work. Getting this bug;...
I've tried for a long time to achieve something like this; [ATTACH] Our current solution using render objects in URP forces us to have every...
Hi there! API documentation is a bit lacking. Especially when not using any audio analysis and using "getTriggerIndex". I'm getting my speech and...
Bump... We can't build iOS in batch mode because of this bug... It consistently writes BuildTargetGroup as "iPhone" no matter how we cast it, and...
We're using player settings presets as part of our build pipeline as a way to circumvent the fact that you can't set up unity to have multiple...
Am using source control. Nothing in the .meta file is different. If it was different, the reimport wouldn't work and the script would still be...
Just adding that Rider does in fact move the .meta files as well - however unity doesn't recognizes this... So you'll have to (in unity) right...
Cross-posting my similar question; https://forum.unity.com/threads/disable-whatever-functionality-calls-serializeprojectsettingsassettodisk.1397641/
[ATTACH] It takes up more than 25% of our domain reload time (5.4 seconds)! Why does this has to happen at every domain reload? Is there any way...
Cross-post; https://forum.unity.com/threads/workaround-for-layout-groups-causing-prefabs-to-always-be-override-able.688603/ What's the correct...