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Started having a second look into Firebase today only to find out that their scoped registry is being closed soon and they cited this exact...
Sort of, adding a cache at all was just problematic and our app didn't really need it. So we just let it put things into the default cache...
We're seeing this too after upgrading our project from 2020.1.8f1 to 2020.1.16f1. It's reproducable and stops if we roll back.
I can also confirm this works on Android and iOS. Some groups set to localBuild/localLoad and some others set to remoteBuild/remoteLoad should...
My understanding is that bundles end up in the current Caching path, so Caching.ClearCache should work too...
How are you loading the video clip? And do you get any errors when it fails?
We've got addressable video content downloading and playing using the standard Unity video player on Android, so it's definitely possible. The...
Beautiful, that looks 100%! Thank you so much.
I've just been playing around with HDRP for the first time, specifically with a Physically Based Sky and I'm getting some weird banding effect...
That might be it then (It might not be too though...) Any assets in use in those scenes will be duplicated if they're not already part of another...
Are any of your scenes addressable? Assets in an addressable scene get automatically duplicated if they're present in two different scenes from...
I think you want to try using Addressables.LoadResourceLocationsAsync before each Download operation. First, pass your key/s into...
I believe the issue may be with your first parameter: new List<object>(assetList) You can just pass in assetList now. It doesn't need to be a...
According to this page in the documentation, they mention that it may be possible to save performance by pre-loading IResourceLocation's and...
I did this exact thing as well, haha. @hazuhiro it would look a bit like this: var downloadTotal = await Addressables.GetDownloadSizeAsync(key:...
I'll bring it up to 1.12 some time soon and see if it does the same thing.
I tried calling Addressables.LoadAssetsAsync from a static class (not a Monobehaviour/singleton) like this: public static async Task<bool>...
Perfect, I thought so, thank you. I think the content needed to be rebuilt because it's working now.
According to this Unite 2019 video: [MEDIA] He's passing in two strings, the first called a key and the second a label. He clarifies that...
It'll most likely happen for most people incidentally, since saving is basically a nervous tic at this point. Nonetheless, important thing to...