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I've just upgraded to 0.2.6-preview1 and it seems that I can no longer set the storage path outside of my project folder. Doing so just adds...
I'm seeing a weird graphical glitch in a Unity project (let's call this "Title B") that I am having trouble tracking down. I saw a very similar...
Hi @danw_unity, Thanks for your reply - its good to know that I wasn't just doing something wrong. It would be awesome if this could be added to...
I discovered that when manually running Unity via command line with the -manualLicenseFile flag, the ULF file at...
Bah, it seems I'm still having problems, though even more inconsistently now. I'm now seeing this in my activation logs currently only for PS4...
Small update: #1 from my previous post remains true and definitely was causing part of my headache, but #2 seems to have been caused by bad paths...
Okay I think I've stumbled onto the solution! There appears to have been two issues: The commandline flag -manualLicenseFile does not exist in...
Thanks for the quick and transparent reply! I wouldn't mind there being a settings asset that lives in the project (that could be ignored by...
I work on many client projects at once and the memory profiler has been very crucial to getting many of them running on all platforms, so thank...
I manage our studio's Jenkins server that we use to build a number of projects that require use of a handful of keys because we're releasing games...
@MartinTilo 1265706 I didn't capture it in the image, but in the second image in the left pane, I had expanded the "Material" fold out. So the...
I was able to locate an object that showed RefCount 0 in the native memory profiler, which was quite difficult without being able to sort objects...
Ahhhh that makes more sense. I did a test this morning (as per your suggestion) where I loaded an empty scene via SceneManager.LoadScene then...
Unfortunately even after waiting until SceneManager.sceneUnloaded is fired before calling Resources.UnloadUnusedAssets, objects in unloaded scenes...
The game is currently doing just: 1. UnloadAsync with UnloadAllEmbeddedSceneObjects 2. Resources.UnloadUnusedAssets I will try this with the...
Hi @MartinTilo, thanks for the reply! That certainly helped a lot! I think what tripped me up was not understanding that the elements that are...
We're using Sectr to stream scenes at runtime, however, some assets seem to be sticking around in memory. We're not sure if this is a bug with...
I have a IPreprocessBuildWithReport step that I need to run which generates scenes and adds them to EditorBuildSettings.scenes list (specifically...
I've been running under the assumption for a long time that Unity only includes assets in builds that are referenced directly or indirectly by an...