A Unity ID allows you to buy and/or subscribe to Unity products and services, shop in the Asset Store and participate in the Unity community.
Separate names with a comma.
We're having this same issue, and we've been trying a lot of workarounds using Addressables (forcing materials with the guilty shaders, creating...
Another non-PlayerInput user here. This event doesn't seem to work with the Value Action Type. For example, the Vector2 we use for player and...
Yes! Right now I have seen everyone work around this by having more than 1 project view opened and locked manually. I'd rather call it "previous"...
I think you're misunderstanding me. I don't want anything to do with the "continuous" state, I'm just talking about there being no option to...
+1 to the "hold interaction only triggers once" issue. It's been months, and there seems to be absolutely no official statement whatsoever. How...
Totally agree on the issues about working with GUIDs. GUIDs are an integral part of Unity, and therefore are mandated to be part of the work-flow...
Why not give us the option to select a "Project assets go here" folder, and show everything inside/outside of that folder tree separately? It...
I also want to point out how hard this is to trace down. In my case it throws an InvalidKeyException on some sprites, which I'm not sure what may...
Are there any news on this bug? I can't find the id 1237818 in the issue tracker. We released the demo of our game last week, and the people who...
So I just found out that IncludeInBuild refers to the addressable build, and not the game build. Therefore, there seems to be no way to exclude...
Bumping this, because I consider this a feature that would be extremely useful. Not only for this case of having a Demo and Full versions, but...
Okay so I made a Fix for this analyze rule that adds the extension to the duplicated addresses. It's not perfect, but it has helped me greatly....
By the way, I just noticed why, even after making sure there were no duplicates in the Addressable Names list, there was still the error. Bundle...
It would really really really help us if we could pick for the "Simplify Addressable Names" to ignore the extension. Most of our duplicates came...
I'm having the very same problem, with Facebook Unity SDK too, and your procedure didn't work in my case.