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Dont have much time to file a report, but the draw call batch breaking is poorly documented, Unity Technologies should have a detailed...
It was the sorting groups that was breaking batching o_O.... Figured it out
If any one comes here after 7 Years.... You can avoid this batch breaking using sorting layers. If sorting group is something you do not need to...
Bump
Changing scenes using addressables.
Any Updates? Bump @Stephan_B
NullReferenceException: Object reference not set to an instance of an object. UnityEngine.Material.GetFloatImpl (System.Int32 name) (at...
I've been facing same issue since forever, they keep responding with same steps given in documentation but it won't work.
I have bunch of particles spawned at once but they are not batching. Either frame debugger is showing wrong reason. Or There is bug with...
+1 NullReferenceException: Object reference not set to an instance of an object. UnityEngine.Material.GetFloatImpl (System.Int32 name) (at...
@oliviergc Ahh.. never had thought about adding whole folder as addressable. Good to know. But this require module based strict folder hierarchy...
Guys, We found the issue was with our code, we found out that we were trying to release the loaded audio clip immediately after loading it...
Hey Andy (@andymilsom), Thank you for addressing the issue. In our actual implementation, we preload a bunch of assets (AudioClip in this...
Hey @TreyK-47 any update on this?
Hey, TreyK-47 thanks for the response. We are currently using Addressable Version 1.18.15 - August 03, 2021.
Some time when we call Release on a particular asset loaded by addressable I get the following error "Addressables.Release was called on an...