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Separate names with a comma.
In this case it might be the addressables catalog itself. Depending on number of assets referenced and addressable group settings it can grow very...
If your assets are still located in Resources folder, they are most likely duplicated. One copy is still packed within the app, and another copy...
We released a new version couple of days before and no crashes so far. So most likely the it is actually fixed in latest APS SDK.
@Wojciech_J yes we do use APS SDK. The dependency states 'com.amazon.android:aps-sdk:9.+', so it's always resolved to highest available. This bug...
@dev-alban yes, this is possible. I actually did compare the dependency resolve results for the 2 releases and they are the same, so the only...
In our case the issue appeared after the app update. The weird thing is we did not update any plugins (including AppLovin) or Unity version, just...
Hello, I don't want to use any Unity analytics (both legacy and UGS one), but I can see that the IAP package v4.8 still references Unity...
Hello everyone, After upgrading Unity to 2021.3.26 (from 2021.3.18) we started getting a lot of Metal-related crashes like this: Crashed:...
We started getting a weird crash with the following stack trace: Caused by java.lang.NullPointerException: Attempt to invoke interface method...
We experience this problem as well. There are 2 issues related to calling Addressables.CleanBundleCache(). The first one is this: Non-fatal...
In our case this crash was caused by specific edge-case. We call Addressables.ClearDependencyCacheAsync on the app start. After the call we start...
As far as I know, this is still the case.
You wouldn't want to use InstantiateAsync. Use LoadAsync, and then, when you can afford the lag, do the instantiation.
@k-hida I'd suggest to place logs before and after StandardPurchasingModule.Instance() call. Then you'd have to reproduce the issue and look at...
This error can be caused by long names. Try right-click the addressable item and 'Simplify Addressable Name'.
We had this issue as well, and the workaround is waiting for the operation to complete and releasing it right after. I'm not sure it this is still...
Hey, please see this thread for more details. In short, building content updates from different machines is not supported currently.
For everyone interested, here's a link to the issue on bugtracker:...
@JeffDUnity3D are there any plans to backport the fix to Unity IAP 3.x?
@kjyv thank you for the update. For anyone interested here's the response we got from Unity team on this: