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Yesterday another developer figured out it could be a memory error caused when garbage collection ran, so it was a problem in tests and not...
Hi In our build pipeline we have a pre build step before we start the real build process, where we change target platform, defines and such to...
I get a "Received signal SIGSEGV" error when i run AddressableAssetSettings.CleanPlayerContent(); In build log the last logged line is "Cleaning...
@Warnecke Is there any plans to change this behaviour? NUnit has an include/exclude/combination behaviour in their docs, can't you mimic that...
Where did you find this information? I'm just starting to work with addressables, so i might as well get ready for 2.0 if it is vastly different....
This post still saves time in 2020. Thanks.
I'm making a tool to validate a unity project, and I've run into a problem when validating scenes. When I look through rootGameObjects in an open...
Is there a way to replace dependencies in Prefabs by script? PrefabUtility gives the option to remove components, but i can't find any way to...
Is it possible to add a "ignore children" clause to only find assets in a given directory? i.e. var assetguids = AssetDatabase.FindAssets("Foo",...
It might very well be what I have to do, I just hoped that there were a way to test it before building.
Do Profiler.GetMonoUsedSizeLong() include memory used by the editor? If so, is there some way to filter it out, or is there another method that...