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@Unity package developers, please resolve this.
Looks like the API doesn't exist until com.unity.scriptablebuildpipeline@1.6.3-preview, which isn't showing up in Package Manager as an upgrade...
Lol. My comment was more about whether Unity internals would utilize the .NET Scheduler rather than (presumably) remain driven from their main...
Confirmed. Broken. 2019.2.0f1.
+1. It would be helpful... - If the asset Guid was included in the message, if available.. - A 'find missing/broken references in...
Thanks. Alternately, are there intermediates I could delete in Library\... (short of removing the entire folder), before I build? Did I hear you...
Indeed, that is the workaround... packages\packages.unity.com\com.unity.textmeshpro@2.0.1\Scripts\Runtime\TMP_FontAsset.cs // BEGIN:...
Here is my Builder.cs class (a tad messy, currently). You had asked for build settings, above... // If defined, will use...
I seem to have a repro case on Unity 2019.1.10f1 with TextMeshPro package 2.01. - Plays in the Editor, but (x64, Debug|Release, Windows...
In ProjectSettings -> TextMesh Pro, set the Fallback font Assets to something like the provided 'LiberationSans SDF - Fallback'
Filed. https://fogbugz.unity3d.com/default.asp?1162439_m4c9fo9k5078ko92
Likely a TMPro bug. See my post at https://forum.unity.com/threads/textmeshpro-does-not-compile-on-2019-1.664477/
I can repro on Unity 2018.4.2f1. TMPro has a bug and I'll file a bug report with them. This is a textbook case for why C# implicit variable...
+1 The behavior is not always useful. A workflow case: When viewing search results of a search in the hierarchy view, I want to be able to cycle...
(apologies, if this is redundant/stale information.) Unity (2018.3.9f1) seems to be leaving "stripped" sections in YAML, when removing...
I'm bumping into the Win10 SDK search problem on Unity 2018.2.14f1 with com.unity.burst@0.2.4-preview.34 and Visual Studio Community 2017 with...
Old thread without a definitive answer. This works, for those still looking for a solution... Assets\…\Editor\DisableAssetAutoImportOnPlay.cs...
Old thread, but something worth adding: If you have the GoogleVR SDK unity asset bundle installed, and you have a GvrControllerInput.cs script in...
I hear everything you are all saying. Consider... - The awaitable/async patterns, as implemented by Microsoft, are versatile and flexible, but...
Another map that needs to be maintained and consumes memory. I would much rather see the implementation of a predictable hash function, like...