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true.
"Reset()" is a really useful method name for when you want to be able to reset a MonoBehavior to a specific default state. But it's used by the...
whoa, it suddenly IS just working now! I must've been doing something weird before. Never mind! :)
I'm LOVING how easy the ARFoundation passthrough support is for Quest 3. Currently I'm working on an AR game that I want to release on both Quest...
this did the trick. Thanks! here's my code to assist future generations: /// <summary> /// check to see if the build is AAB or APK...
I'd rather not PAD my binary any more than I have to (HAR HAR HAR!)
great! thanks! I'll give this a try!
My primary issue is getting that play core error if I try to access asset packs without an AAB and I was hoping I could access...
I need to detect at runtime if an app is an APK or an AAB. If it's not an AAB, then it throws an error if I try to access asset packs. I see that...
also verified fixed in 2021.3.36 (although I had to do this fix to get it to build to Android at all)
I've been very busy and have just gotten around to trying this solution provided in the bug report lined above. It does not work. On launch, the...
Did this work correctly in a previous version? Maybe I can just roll back to that.
OMG, really??? That's not gonna work in my case. Time to roll my own spline controller, I guess. :(
I have a project that I'm building for both iOS and Android in Unity 2022.3.19 with URP 14.0.10 When I build for iOS,...
yeah, that's a downside of this method, but if only one of your packages uses that submodule then things are happy.
Until dependency URLs for packages are implemented, I've found a workaround that doesn't involve a custom package manager: provided your base...
this bug is being tracked now! Come vote it up!...
this bug is finally being tracked! Hooray! Come vote it up! :D...
I've submitted ANOTHER bug with the same project with AndroidAssetPacks.coreUnityAssetPacksDownloaded implemented, to show that that makes no...