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Yeah that's seems to be the case. We are also using mainly sprite renderers.
I'm building an APK for Android and checking the Frame Debugger to verify how the draw calls are split up. I am trying to optimize the game and we...
Yeah I don't disagree.
@ZimM: SpriteSharp currently isn't playing nice with the Unity Package Manager. When loading a project for the first time with packages being...
As a secondary (and possibly worse) problem, when we copy the package assets into the project they can get referenced by multiple asset bundles...
Thanks, looking forward to fix!
Any assets located in Packages but referred to by asset bundles in the main Assets folder do not seem to get included in the asset bundle like...
We wrote a custom engine based on raycasting. Our game has platforming physics so it turned out okay. It's nowhere near as robust as Unity's...
This sounds great! Thanks for opening up the API. Looking forward to it. Unfortunately for us it means we won't be able to use it for the current...
We're part of a team that essentially had to divorce ourselves from Unity Physics2D in order to get our networking prediction engine to work. The...
The new test runner also doesn't support tests in managed plugins (DLL assemblies). We use DLLs exclusively for our project and this is making our...
@seanr I've investigated this myself and it seems there is no reason the UNetWeaver could not be made to run on an external DLL as a post-build...
The asset bundle hash collision problem was a showstopper for me. Even if I could get the variants to work, the bundles wouldn't build without...
To echo @bryantdrewjones #5, #6 and #7 were huge pain points for us. If there is no need to include scenes in the asset bundles in order for the...
I'll have to try the manager with our next title, the one we were working on back in July is past the point of a tech change like this. I will...
I haven't been following the thread closely, but in the last 6 months, I can tell you what my team did: We ditched asset bundles and asset bundle...
I'm having a ton of problems generating Asset Bundle Variants for our game. I think this system currently has a ton of drawbacks: I have been...