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Unity iPhone. Does that make a difference?
If I create a file, e.g. script.cs, commit it, delete it, create a new script with the same name and try to commit then the asset server reports...
I'm having a speed/memory problem when adding animations via script. I have a character model that has 100+ animations spanning around 1800...
Interesting, the ARM does need to align, so that sounds possible. Note that it would only effect RAM usage, not bundle size, and you should...
Like I said, it doesn't work with Bytecode Stripping. You have to use Strip Assemblies or no stripping at all. Also, I don't believe the Dns...
I provided source and they said that they couldn't reproduce it (it worked fine for them), which was what caused me to start playing around with...
I did file a bug for the original problem and had an email conversation with someone at Unity about it. However, when I told them about the...
I've actually solved this now. There was no problem with my code after all -- the problem was that it didn't work with Strip Bytecode for some reason.
Well, that's not really the issue here. It's just that the documentation says that you're supposed to use something that doesn't exist. Of course,...
Ok, that works. So it was just an oversight? Should I submit a bug or is it a known issue?
How are you "correctly" supposed to disable a Collider? Collider.active is marked as deprecated, and it instructs you to use Collider.enabled...
You know that this: Is the time spent in your scripts? i.e. what you are optimizing? Most of your time is spent skinning your models and...
GC.Collect runs the Mono GC, not Application.GarbageCollectUnusedAssets().
Application.GarbageCollectUnusedAssets has nothing to do with Objective-C allocated memory, or even memory allocated in Mono. It is purely for...
Well, memory allocations are slow in themselves. IIRC malloc in C takes on average around 100 clock cycles, and I can't imagine that Mono's would...
None of those things that you listed cause memory leaks. Strings are just plain slow, and may cause heap allocations, but won't leak unless you...
Note that, if you don't need to store it, you can do this to avoid casting: Component[] components = ...; foreach (Task task in components) {...
Unfortunately, there is no simple way to cast arrays of BaseType to DerivedType in C# 1.1. The iteration way that you've shown is the usual way to...
If someone has gotten to the point where they can freely read and write to your app's memory then you're in trouble no matter how your memory is...
You can, but you'll need to use call through to native code.