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Hey Kntgnoe, Nothing springs to mind, but if you could create a repo project and a bug, we'll definitely look into it!
Hey nopcode! It's not possible to include code directly in AssetBundles, but you're free to add components to objects which are included as part...
This is very interesting - presumably that warning appears on import? & which glTF package are you using?
Hey Quasimodem, Couple of thoughts. Firstly, managing built-content between multiple projects is definitely a reasonably un-intended / un-tested...
Hey Zhaoguodong, The engineering team have just had a mammoth conversation about this issue, so thanks for bringing it to our attention. It's a...
No problem! So with AssetBundles your application can only load what you specifically tell it to. So if you load models from AssetBundles...
Hey, Thanks for the question! AssetBundles generally contain assets rather than code/binaries. Your project then has to explicitly load the...
Hey folks, This looks like a rotten one! If you encounter this issue and would be able to file a bug with a repo it would be really appreciated,...
Hey Cery, Apologies for that - do you have the bug report number so I can look into it? & if you manage to repro it again, please let us know.
Hey, That is kinda interesting - I've reached out to some folks to see if we can find more context. Could I ask what version of Unity you're using?
Hey, Have you tried using the Unity Profiler at all?
We hear you. As Andrew touched on, a lot of the items you've touched on are definitely "top of mind" for us too, especially what you touched on...
Hey tangbinjielg, Certainly seems a bit weird - there are some difference between AssetBundles in the Editor and Player which may be a culprit....
Hey Cery, I've spoken with the team, and we haven't actually seen this before. Nor can we think of what may cause is, so we're scratching our...
Hey, We're just about to have an engineering discussion with the Unity build team this afternoon - this bug is on our agenda to discuss +...
Legend! Thanks - much appreciated! <3
Hey! What do you mean by "scripts that are already built"? Do you mean "can you attach MonoBehaviour components to GameObjects, and then ship...
Hey! This certainly looks like a bug - it may be tangential to something we discussed this morning incidentally. Would you be able to file a bug...
Apologies for that (sincerely). The FBX SDK is a super complex beast with tons of different versions, with every DCC version exporting its data...
As of ShaderGraph 14.0, you can access the Renderer bounds via the Object Node:...