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The fix got merged to trunk tonight, so it's very likely the fix will be in beta2. Best Regards, Eric
This has already been reported, and a fix is currently waiting to be merged, so hopefully this will be available in the next beta (or the one...
I will copy/paste the answer I wrote on our forum, people here might find it interesting as well. Hi The "and Cache" load behaviours are only...
@Foxxis I've looked at the repro project you sent, as well as at the pre-built application that was attached to the same bug. Unfortunately, the...
@Foxxis Thanks for the case number, I am downloading the repro cases right now, and will test on 5.2 / 5.3 builds to see if I can get it to...
Indeed, bug reports would be nice :) It can happen that some bugs are misdiagnosed by Unity QA and never reach me, in which case there's not a...
Focus on the positive: it works now :) Cheers, Eric
@PeterB @The_BenEvans You mention having troubles changing substances at runtime and issues with getting the cache to work as expected, do you...
Hi @evanratt Case 732705 is fixed, and should hopefully go live soon (no ETA though, QA and backporting of fixes can take a while :)) Best...
Hi Evan The bug DB is back up, I am looking at your case, and indeed there seems to be a bug where the "discard" part is skipped at build time :(...
Hello @Jaimi: It is indeed unfortunate, but we broke the bitmap export function in 5.2. It was fixed recently and the fix went live in 5.2.2p1...
@SunnySunshine (post #4): the instancing of ProceduralMaterials is fixed, and the fix should go live in 5.2.1p1. Thanks for the bug report!
Hi It looks like you also posted your issue on our forums (http://forum.allegorithmic.com/index.php/topic,3852.0.html), but not knowing the exact...
Hello These "load behaviours" you can set in the Editor are documented in the Scripting reference, right here:...
Hi Indeed, having a single SBSAR files with 200+ material instances is a bit too much. As the real underlying asset is the SBSAR, it is the...