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I am seeing this problem too. My current target is mobile, and the performance degradation scales with how many touches happen. This is even...
Not exactly. I mean code inside UPM packages. As I said, we have a internal framework build around Unity, which is distributed by UPM with a...
So, for anyone interested, here are the conclusions found from this problem: First, the problem was not the cryptography itself, but other parts...
The stripping seems like the real problem, but the crypto is breaking not because of the stripping itself, but because other parts of our code are...
Just got another interesting update. I didn't metion in the first post, but this code is inside our framework, and we use UPM to deliver it to our...
Well, I'll test what you said, but I really think it is IL2CPP. I just made another test that confirms that. As I said, all communication uses...
Given that the inputs are exactly the same, why wouldn't the "password" be the same? And if the password would be wrong, I think the exception...
My current project (Android/iOS) has cryptography in all front-backend communication. Since both ends are using C#, the cryptography code is...
Got this exact problem. Enabling Optimized Frame Pacing makes the games a black screen after the splash screen. Tested on a Xperia T3 (Android...