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From the source code you posted it's not clear that they do "basically the same thing" - one calls GetComponentFastPath() internally and the other...
I'm using Addressables 1.21.19, and so far Addressables.UpdateCatalogs() seems to work for me using "New Build" instead of "Update A Previous...
It is indeed happening with the new input system. I'll try that next time I get the chance, thanks!
Did you ever solve this? The same is happening to me. Meanwhile, input fields inside the game work correctly, and Input.inputString returns the...
I had the same problem, and this was what I missed: Thanks!
After lots of confusion and googling around as to why I can't see the current packages (or *any* packages apart from the version it seemed to...
Yeah, I think that would do it! I'll present it to the team and see if that works for them, but from my quick test I think it'll be a good...
Thanks for looking into it! We are using the Legacy pipeline. Our camera has a Post-process Layer (Post Processing v2.3.0) with the following...
Hello, we are trying to use Recorder 3.0.1 with Unity 2019.4.4f1 to record our experience as a 360° view in stereo. We noticed that there are...
Thanks - this might potentially be a better option than a strict framerate limit in the long run! (Right now we have just one specific device that...
Hello, I'm currently working on an experience that should run on Android devices for multiple hours. As such, it's important that the device...
Alright, a little bit of testing with 3.1.3 later - seems that it was the "Match Frame Rate" option of ARSession. What exactly does that do, and...
Hello, I'm currently trying to optimize performance for an app I started last year that was still running on ARCore XR Plugin 2.0.2. When trying...
Yeah, #1 is what I've already suggested to my client. What I mainly wanted to point out here is that the code above works differently in the...
This is happening both in the editor and the Android player if I remember correctly, and the bundles are indeed up on some server. The exact same...
I'm using this code to instantiate a prefab and change some values once it's instantiated: gameObjectReference.Instantiate(spawnParent).Completed...
Addressables.LoadAsset<Texture>(key).Completed += operation => OnLoadAssetCompleted(operation, key);
I also hope that's gonna be brought back, but until then I'm gonna do this: reference.LoadAsset().Completed += operation =>...
Hello, I've upgraded from 0.6.8 to 0.7.4 to get an Addressables.GetDownloadSize() that takes already cached AssetBundles into account (which...
There's an example for it in the documentation:...