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I'm having exactly this issue in a docker instance did you find the solution?
Ok I found the solution to my issue regarding Docker. The issue was produced probably by an incopatibility in the Kernel of host Windows machine...
I try to do a bit more investigation regarding this issue. I'm still stuck but defenetly it is related to Burst compiler and building the...
Hi, I'm trying to figure out an issue that I have while trying to build on a docker-windows container. This issue happens always it doesn't...
Just for the record I found the solution for this. GameCI images are base in a windows image that does not have the Windows Audios Service. I can...
Ok part of the issue is gone, it was actually a DLL missing in the docker image. [ATTACH] I catched this thanks to an old thread which where...
We are facing an issue when building on our pipeline using a Gitlab-Runner with a Docker Windows executor. I have managed to reproduce the issue...
I have a similar issue running in batchmode on a Docker Windows GameCI image I get it in both 2021.3.28f1 2021.3.15f1 Refreshing native plugins...
I'm also interested on this topic, I would also like to sell some assets but distribute them with UPM. I suppose an option would be to sell...
@ArabianArtStudios I updated the Oculus Rift SDK to the latest version and the issue was gone.
I'm using Unity 2019.1.6f1 but somehow the application is not loading after pressing play in Unity's Editor window, in the headset you can see a...
Ok I found the problem, the DLL was not being unloaded while importing the new ones and thus it was not finding the function since it was still...
Hi, I'm having an issue after updating to the version 1.10.1 EntryPointNotFoundException: SetHeadOrientation...
Interesting detail... it happens in PC but not in Mac
I'm experiencing the same issue in version 2019.1.6
I'm facing the same issue in the editor at version 2019.1.6 any idea how to fix this, I tried with cache-control and the other suggestions in this...
@Favo-Yang I think my issue is similar but it might be something different, as far as I understant I'm not using the ResourceManager
@Favo-Yang thanks for the suggestion... but somehow my code is not hitting that line. I'm using: var sceneLoading = reference.LoadSceneAsync();...
Do you mean that it's always 0 ? Because I noticed this too.
I think, I'm having the same issue or a similar one: I've been trying to test the update workflow just to be sure I understand how content...