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Indeed, it's just another thing to the huge pile of changes that would be greatly appreciated if someone decided to give some love to the...
Hi! Just found out a specific case which may end up in blurring textures/unintended behavior: Currently, CreateFsrContext() causes a change to...
We don't have direct to camera target enabled (we use a couple of legacy postprocesses on specific cases), so OnRenderImage() isn't needed in our...
Hi! Great project, about time someone gave some love to the good old PPv2 package. Integration of the package was more or less painless, given...
This would be correct. The higher your game's revenue per sale/install, the less significative this Unity tax is going to be. That's actually the...
Since, as far as we know (and some people in this thread have checked), the game doesn't "call home" when run, there's no way for Unity to detect...
It was an exaggeration and I think we won't pass the threshold (but not by far), but let me tell you, I'm not going to pay them a dime for a game...
Regarding install detections: My guess is that they're working with main platforms (Steam, consoles, mobile) to accurately detect single user...
Just to confirm, You're asking us to cancel our Unity membership today and create a new account for future projects, so we don't have to pay any...
Necro'ing this post just to say this issue still remains in 2019.4.32f1 . Won't check on newer builds. This code is a guaranteed softlock....
Hi! Just wanted to add our workaround to this "issue", the issue being that char.ToUpper() and char.ToLower() giving unexpected results for the...
Hi! Just purchased this component and managed to integrate in our game. Not a straightforward task, but not extremely hard either! We found an...
I guess people that understood and wanted sync addressables will need to go their own way. We have, by building an entirely separate system from...
I guess it's a problem with the inspector, as we have plenty of AssetReferences in plain c# classes (referenced from parent ScriptableObjects).
Found this issue and fixed it too. In our case it was a different asset from another 3rd party plugin, but the problem was also that ResourceType...
That code was done for a preload system, in order for addressables to work like Resources.Load(). The game would preload all assets with the...
This code works for me: const string PreloadLabel = "preload"; static Dictionary<string, UnityEngine.Object> resources = new Dictionary<string,...
I think we're talking about different things. By synchronous instantiation/loading I mean for things that, at most, would take 50-100ms to load...
Actually it's the other way around for me. I haven't found many use cases where you want to instantiate something and you don't care how much it...
+1 to synchronous loading. While async is nice when loading big assets (even if they're not being downloaded), a synchronous API would also be...