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Does any one know what would happen if you just put a monobehaviour script in an editor folder and hit build?
Hey @WR-reddevil, Did you ever find a solution to this problem?
Sorry for the late reply @davidla_unity, I tried using this function in my custom build script to test the evaluation of values in the profile...
Hey @davidla_unity, You use the following: var contentVersion = settings.profileSettings.GetValueByName(settings.activeProfileId,...
Perfect @davidla_unity! I already have a customized build script. I just wasn't sure how to register the properties.
@TreyK-47 any updates?
@TreyK-47 com.unity.addressables@1.16.15 Thanks!
Hi @Noblauch, Have you considered creating your own custom build script that after the build is completed saves the created...
Hey Everyone, I wanted to note that the documentation found here, states the following. Unity does not state where the reference needs to be in...
@at_ Same ^^^ I'm trying to get a SAS Token that I want to predefine at build time, but I'm having no such luck....
Hi @Noblauch , Thanks for the reply. I checked LoadAssetAsync<T> and it knows no such overload. However, LoadAssetsAsync<T> does. Do you think...
If I download an addressable using a MergeMode like so. Addressables.DownloadDependenciesAsync([somekeys], Addressables.MergeMode.Union); Will...
@ProtoTerminator, you are right that they allow you to pass an AssetReference instead of calling the load method on the AssetReference. Does...
@Noblauch Did you ever find a solution to this?