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Hi, I faced a similar problem. I solved it by recreating some the the things the test framework does. Here's a few steps that is working on 1.3.4:...
Update: * I didn't use reflection. Instead, an Assembly Definition Reference was created with a tiny script that calls on the PlaymodeTestsController
Update: * On 1.3.4, I embedded the package and removed the m_Runner = null line in PlaymodeTestsController. Calling the Cleanup method now does...
Update: * I'm on 1.3.4 * I experimented with calling PlaymodeTestsController.Cleanup since that calls StopRun but now I don't get the RunFinished...
Hello, I would like my test run to cancel once a test has failed with an error, like a NullReferenceException, what would be a good way to do that...
Hi, I added a few files to hidden_changes.conf and they are not showing up in pending changes as intended. However, when I switch branch the...
Hi, sorry for reviving an old thread but is this functionality still not part of the RunFinished event? Also it seems the XML report is all in the...
Hi Philsa, I'm been trying to learn the package and I'm trying to understand 2 parts, the variable vs fixed updating and the update contexts and...
Hi, what is the role of the Rigidbody component? I have no intention for one entity to push other entities
Experiencing this in 2020.3.25
Hi @croquer thanks for looking into it, I understand the dilemma here... It's difficult for me to say how much slower is acceptable while also...
Hi @ryanc-unity, thanks for the response and workaround! It would be beneficial if the public API offered a way to retrieve the latest changeset...
Hi! Before updating to this package I was able to check which VersionControlSettings.mode was being used, see that it is Plastic and then running...
Hi! I really like the filtering in the branches view, very nice to not have to look through irrelevant branches! However, I think a more useful...
[ATTACH] Somewhere here would be my suggestion! Why? Sometimes when I'm used to being one branch X I can end up pushing something to the wrong...
Hi! It would be very nice there was a toggable way to display which branch I'm currently working on, just like the one that is displayed within...
Hi, what about TailAnimator.Misc? It uses the old input system for a debug key on line 47 which gives an error if I only use the new InputSystem....
Hi :) It seems the version I'm trying doesn't support Unity's new Input system, is that something that you're planning to support?
Hi Serinx, you could also look into https://github.com/FakeByte/EpicOnlineTransport which uses the Epic Games' free relay service, good luck!
Hi, when might this come out of preview?