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We're considering converting our exisiting project into Unity ECS in the near future. But due to some reasons we can't develop both of Unity ECS...
I think you should implement fixes in the unityads package on asset store, so that the older version of unity won't cause same issue.
I found the answer. [IMG] Why not automatically set it disable when install UnityAds package from Asset Store? Or you should provide a setting...
Unity: 5.3.6p7 UnityAds: 2.1.2 (from Asset Store) When build to ios project, then archive by xcode, it always show error below: Showing All...
Still occur on 5.3.1p3...
You could refer to this post: http://answers.unity3d.com/questions/25948/difference-between-using-psd-and-png-files.html
By the way, if you open a new project on 5.3.1, this problem will not necessarily happen. But if you upgrading from previous version, a big chance...
[MEDIA] [rect count] => [meta file size] 10 => 2kb 20 => 5kb 30 => 141kb 40 => 285kb 50 => 600kb 60 => 999kb 70 => 1498kb 80 => 2129kb 90 =>...
Could somebody help me please?
[IMG] 1. If set Application.targetFrameRate = 30, is animation still running in 120 samples/s? 2. Is the higher sample rate, the lower...
Can use it in the editor environment?
Does it have thread pool?
Thanks a lot.
Report Case 717904.
My unity version: 4.6.7p3. Example as follows: Base class: public class PlayerBase { } Inherited class: public class PlayerDB : PlayerBase { }...
My unity version: 4.6.7p1. I wrote test code as follows: void Start() { var str = new string('0', 16353); Debug.Log(str); } And got...
I got a reply. I am curious about is, why it can more than 16352 on version 4.6.3p4? but not on 4.6.7p1?
Still error on 4.6.7p1. I wrote test code as follows. IEnumerator Start() { var sb = new StringBuilder(); // work on 4.6.3p4...
Our games develop by UGUI and publish to the market. We received large amounts of complain about “unexpectedly quit” on Android5.0 and socket...
See case 701881. Thenks.