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I don't understand this reason. Is there something inherent about it that makes it more adept at helping newcomers? I jumped into Unity at...
Long Live C#! In my mind, I can't fathom how someone would actively CHOOSE to use Javascript over it anyway...Javascript is not something you...
Just FYI, if you grab the System.Runtime.dll from Nuget, and your package is .NET Standard 1.3 or lower, it's probable that things will work as...
I don't actually build that part inside of Unity. My main work is outside of Unity and so the assembly is already built at that point and I drop...
Package management would be amazing! There are two things right now that make working with Unity as a library developer painful (well in...
Oh ok that makes sense then, and it's good to know that it is there!
Right, so I guess the above code just got lucky? The SynchronizationContext "Post" method just queues the action onto one of the threadpool...
I'm surprised the Post even works in this case to be honest! Why would <code> ThreadPool.QueueUserWorkItem (new WaitCallback (d), state);...
I'd like to point out some pain I had with this (not specific to Unity3D, but probably applicable). Once you await something, be aware that when...
Here is the post!
Thanks for replying so quickly! I'm really looking forward to that. In the meantime I wrote a blog post about what I did to make the library...
Hi, checking in again! I downloaded and tried out the new runtime but I was frustrated to find out that it can only load other full .NET...
Just to weigh in here: This is great. I've been waiting for this for a good two years now. I tried unsuccessfully to support Unity3D for the...
About 50% of the time, the library I am working on freezes on a certain network call that is making use of HttpClient.SendAsync(). I am working...
Who are you? Lead Mobile .NET Developer at Couchbase What kind of game are you trying to build or would like to build? A unity plugin to allow...
@JoshPeterson Just as an update, I resolved this particular error by removing the class in question since it was only there for Mono AOT help...
I'm still getting these types of errors in 5.1. If you need a very large project and fairly complex project to test on, I'm the .NET developer...
This is not via unitypackage. I am putting the DLL files directly into the project.
I have DLLs that bind to specific preinstalled native DLLs on each platform, and as such Linux, OS X, and Windows all need different managed DLLs....
I have the same problem...any information about this?