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Just to add one more post to the crowd. I also experienced a massive frame drop down on Kindle and Samsung devices and by removing ES3 support in...
This was a problem with the Editor only (OSX in my case). It's not related to running code on build targets. -act
Fyi, todays release of Unity 5.2.3 seems to have fixed the problem for me. -act
This problem also persists with the latest patch release 5.2.1p2 . I also still have to use async load at the moment to not crash the editor....
Simple question, but I could not find an answer nor did I find out how to inspect a built project to e.g. check sizes of the bundled resources. I...
@trueDenton - open the file in your editor, it's just plain text
@unity-nikkolai Thank you for checking and the Editor-Script. What I would like to suggest is that there should be a standardized way for all...
Maybe I don't understand the concept entirely but I was under the impression that the plugin package must not be installed anymore (even for...
@unity-nikkolai - I read this advise before but when I disable both platforms I get the following error when compiling for iOS: The type or...
I think this was answered here: http://forum.unity3d.com/threads/how-do-i-pause-the-game-while-the-ads-are-showing.332757/#post-2184821 -act
I described a workaround here to be able to manually initialize Unity Ads in 5.2:...
I noticed that you can also simply replace Application.LoadLevel ("yourscene") in Start() with Application.LoadLevelAsync ("yourscene"). That...
Unfortunatly, that is not the way how it works at the moment. Right now a little hack is needed to achieve manual initialization in Unity 5.2. 1....
Likewise I am on iOS 8.4 but I can now speculate about the source of the problem after some tests. My app orientation-mode was set to...
Since the switch to Unity 5.2 I get the following error on an iOS-Device when attempting to show an ad: Attempt to present...
I just checked building on iOS after changing that parameter in UnityAdsSetttings.asset file and that worked for me as I can see from the...
>Disabling a platform will allow you to use the Advertisements.Initialize() method to initialize Unity Ads manually (in case >you have multiple...
Is it still possible to initialize UnityAds at Runtime? I need to provide different IDs depending on the type of version I create from the...
Also have only white squares on various mobile devices instead of Text when using Textmesh Pro since switching from 5.1 latest patch release to...
Okay, here is the solution: 1. In Player Settings switch from IL2CPP to Mono in Scripting Backend 2. Then find the now appeared dropdown...