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Awesome, that worked great. Thank you!:)
Hi, How can I check if an AssetReference field is referring to a deleted or invalid asset in the editor? Visually it seems impossible to tell if...
We made this script as a workaround. Its a bit hackish for some, but works fine. Right click the SceneAsset you want and click "Play". using...
Nevermind it was an issue with the script I found for meassuring FPS...
Hi, The documentation on QualitySettings.vSyncCount states that: The default value of QualitySettings.vSyncCount is 0. In the default case,...
Thanks. Can you show us an example of how to use this from Unity for us thats not that well versed in writing native extensions?
Updating Unity to 2019.4.31f1 seem to have resolved this issue.
Hi, Issues started appearing when we upgraded the build agent to MacOS Monterey. References to similar issues found on the web seem related to...
I have the same issue. Did you find a solution in the end?
Firebase 6.15 should fix this issue. Its scheduled for release this week. You can follow the issue here:...
Thanks, I can live with the extra memory usage for now. Is a more permanent fix scheduled anytime soon?
At the very first line UnityWebRequest.mm you can change the const CFIndex streamSize. For me changing 1024 to 20480 worked. Im also seeing this...
I'm also seeing this bug when attempting to upload a ≈20k byte array from iOS using Unity 2019.1.10f1. Multiplying streamSize by 20 solved it, may...
My team and I has the same issue consistent with everything mentioned by TitanUnity. Our game is running on 2017.4.14f and the majority of...
I think you might have mixed DefaultPersistentData.data with PersistentData.sourceHash. If you have a look at PersistentData.GetValue(string key),...
I've written a simplified version of the SaveManager to increase readability and amplify the signal to noise ratio: using UnityEngine; using...
That would indeed make sense on its own, but then any other persistent data would also have been unavailable during Start(). The SaveManager...
Hi! Since releasing our game we had issues trying to keep track of how many total seconds a player has been playing (For analytical purposes)....