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AFAIK the bin file only changes when you (re)build your bundles.
Assuming you're building for Android, you need to open the Android folder and select the addressables_content_state.bin file.
Scripts aren't part of the scene. The serialized data of the instances of scripts that have been used in the scene is.
I think this is by design. AssetBundles don't contain any scripts, so if the mini games you're adding require scripts that weren't in the original...
Maybe try calling Resources.UnloadAsset on your ScriptableObject when exiting play mode. That should discard any change you make.
Make those shared materials Addressable, and put them in a bundle separate from the ones containing the scenes that use them. That way, only the...
Mathf.Sin() expects input in radians. The sine of 1 radian is .84, so that's what you're getting. If you want to get up to 1 you need to continue...
I think they mean it's the last verified version for 2019.4.
When you load your loading scene, the entire bundle it's in needs to be loaded. If there are any other assets in the bundle, and those assets are...
I'm pretty sure this is happening because GetParent's Start() is being called before Child's. Meaning that when parent.BaseNumber is printed,...
You're missing a comma on this line: transform.position =new Vector3 (-15, transform.position.y transform.position.z); It should be:...
At least one of the objects you want to collide with each other need to have a non-Kinematic Rigidbody attached.
Yeah, that is serialized. You can serialize an array of a class containing another array, but not an array directly containing other arrays.
I think you're not supposed to have non-static local groups. Instead, set the group to "Cannot Change Post Release", and when when you want to...
AsyncOperationHandle.GetDownloadStatus().Percent seems to work properly.
FindGameObjectWithTag() requires a string, so your Start() method should be: void Start(){ Wpoints =...
Anything that uses classes and methods from namespaces that are not available in builds, such as custom inspectors.
I'm pretty sure this is fixed in 1.16.6: I had a similar issue on 1.16.1 but it hasn't happened since I updated to 1.16.6.
change the line private Rigidbody rb2d; to private Rigidbody2D rb2d;
Dependencies of Addressable assets are duplicated into the bundle. If you don't want that to happen, you can explicitly set the dependency (in...