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I've been starting to time slice some UI loading logic in order to keep a somewhat-playable framerate in between different screens, and in general...
Hey y'all, We encountered problems like this today! For us it was not upgrading unity that fixed it (this seems to have no effect), but...
We've been having this issue with our project as well; I've tried a whole bunch of things (including the stuff in this thread from the beta forum)...
We're getting EXC_BAD_ACCESS crashes on iOS (though curiously, only 64-bit iOS devices!) while FullSerializer attempts to load a...
Here is what Plastic has to say about the file it judges to be the 'previous revision' of an unchanged BaseScriptableObject subclass: Changeset:...
It does! Although it does so simultaneously with commits, thus creating situations where the most convenient way to know whether you've modified a...
We're experiencing an annoying problem in which many assets deriving from BaseScriptableObject flag themselves as 'Changed' in PlasticSCM even...
I'm running 5.1.1f1 personal (and also using the 2013 VS Community plugin). The crash seems to happen on recompiling scripts (and indeed the...
I've started getting near-constant editor crashes, which the log indicates might possibly be related to full inspector's caching components. For...
Test case produced, bug reported! It's case 707488.
It looks like the problem had to do with loading two levels immediately after one another; waiting for one frame in between loads appears to...
I've spent the day attempting to update my studio's iOS/Android/WebPlayer project to build into WebGL, and uh... it appears that Unity's WebGL...
There is code that reads values from the prefab at runtime, but no; nothing ever actually modifies it, nor does any editor-only code load or...
I'm getting a rather bizarre issue in which interface reference assigned in several of my prefabs seem to come unhooked. I've yet to be able to...
It appears IL2CPP iOS projects do not correctly report custom attributes applied to constructor parameters when you access them via the Reflection...
FYI: 4.6.2p1 fixed whatever issues I was having initializing the engine! However, I believe I've discovered a bug in which C++ builds don't...
Hello all, I'm on 4.6.2f1 and trying to get our project running on a 32bit iOS device using IL2CPP. It compiles, links, builds to device, etc...,...
We have this issue at my office as well. Font size should almost certainly be made floating point to address it.
Probably what you want to do is change the settings on the CanvasScaler component (located in the same GameObject as the Canvas) to 'Scale With...
I suppose the first question to ask is: What sort of information are you passing into this UI manager that can't be written to a prefab?