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Hi @JeffDUnity3D, If this is expected behaviour, it'd be great to have an example in the IAP docs mentioning it and showing the best way to deal...
Hi @JeffDUnity3D, Full flow description - let me know if there's something you need more info on, or if something's not clear. This is all on iOS...
Hi @JeffDUnity3D, I do use the SubscriptionManager to get different info on the subscription itself, however I still need to pass it to the...
I'm currently testing IAPs with subscriptions, and I'm running into this behaviour when testing on iOS My basic flow is: User purchases...
Yep, that did the job. Though I simply had to update the plugin, removing UDP, then re-open Unity (as it doesn't unload plugins). Once that was...
Hi @unityjingyao, UnityIAP was the only plugin updated - our project's being going now for ~3yrs, so it's rare that a new plugin is added. My...
Hi @unityjingyao, Thanks for getting back to me. I rebuilt the APK after deleting the Library folder (which, incidentally, makes Unity crash if...
This results in a scary "Allow GAME to make and manage phone calls" permission dialog when the app is installed (I think it's READ_PHONE_STATE...
If you're using 3D, not having a depth buffer will probably kick off z-fighting. For what it's worth, on our game, we have the depth buffer...
Have you turned off the depth buffer? If you're having z-fighting issues, it could also be that your camera clipping planes are too far apart. If...
Is there anything significant going on in Camera.Render?
As @samizzo mentioned, the Standard shader is pretty complex, and is built for transparency (and support for PBR), so by using it for your...
This is not something you want to do. WaitForPresent is highly subjective, but it's literally just the CPU waiting on the GPU - you *want* your...
On some phones (e.g. iOS), VSync is forced, while on some Android phones (Android 5+), it's possible to render at more than 60fps, so if you don't...
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Basically are you using the default shaders, or your own, custom shaders? Different shaders will break batching and result in more draw calls, but...
- Are you sure it's recompiling and not doing something like baking lightmaps? - Where is your build folder located? Inside Assets by any chance?
When you're doing "new GUIContent("Preview")", Unity doesn't know if you want a CameraMotionBlurEditor.Preview or a UnityEditor.Editor.Preview....
Do you have the code of the asset? You should be able to edit it out and replace it with "#if UNITY_WEBGL" or similar (depending on if you want to...
Have you profiled to see what's going on and if there's any obvious performance issue? Is it stuttering in the Editor or in the build? Unity 5...