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I was in the process of making a build pipeline and initially did notice that my default environment had editor/compiler errors in the project...
Add a namespace to your class (and your execute method cmd param) and make sure it is not static. Seems ridiculous but that's what I had to do to...
@andersemil Had you already uploaded your app to Google Play? If you haven't, you could have just generated a new keystore without any issue. We...
Just do it yourself is rarely a viable solution with any sort of time pressure... it's why we use an engine. Plus, clearing a single reference...
did you use the 1.6.0 jdk like he described?
Still occurring for us as well
Something that worked for me was to just delete all the of .csproj objects in my unity project base folder
@unitychrism This bug is still appearing in our project. Exact same thing is happening [REDACTED project link] We are using a .jks file
@Vincent-Zhang Any updates? Or is it planned for Unity 6?
@r3d5 @dannyd Where can you find Organization Identifier? Nothing says anything about what that actually is from what I'm seeing
What I meant was that I couldn't just do it to all SerializedPropertys of my SerializedObject because some of those properties aren't my...
Hmmm. This definitely inspires a few ideas! I will definitely try something similar (if I'm given the time) and tell you how it goes! Thanks a...
Hey Dave! Our external system is a localization management system. Essentially, our designers can alter the localization data straight from an...
I have a custom property that we'll just call 'MyProperty.' Any object that derives from ScriptableObject can have a MyProperty field so long as...
Hey Everyone! I need to detect when a new asset (or assets if multiple were imported) was the result of a duplication. Very specifically to do...
Alright! Thanks. I'll post with what I come up with once it's complete
While the plugin is a bit overkill for our needs, it is a good solution for now. Do you know that it works outside of runtime? It's example and...
After our build is done, I would like to SCP our assetbundles to a secure server for processing and uploading to an S3 bucket. I'm assuming that...
Hey Everyone! Our library (of which is nested in our Unity /Assets folder) has a ton of modules and all our projects are often setup using git...
This is also specifically so that we can securely send build information to update our content pipeline, so it is a build stopper.