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Am I reading this right, there is absolutley no way to connect Profiler to android build on Unity version 2020.3 untill that gets resolved?
I'm on Addressabless 1.19.19 and loading Sprite directly is still an issue. I get Exception: Unable to load asset of type UnityEngine.Sprite from...
Unity: 2020.3.16 Addressables: 1.19.18 Alright, so I'm exclusively using async/await approach for dealing with Addressables async operations. I...
Just to drop my issue and solution to it, it might help some other addressables wonderer :) I also had an issue with loading settings.json file...
Happening in 2020.3.16f1 also
Are you sure about this? Based of what I can found in the docs, it says: And also on the documentation about asset bundle compression they...
It depends, I would say. As far as I understand, enabling UnityWebRequest for local bundles will repack LZMA compressed asset bundles into LZ4 and...
I'm currently working on exception handling for Addressables related parts of code in our project, so I wanted to be sure that I can provide the...
Necromancing this because I've been trying to find this information for hours with no luck. Have you find any info or made the device throw that...
It might be because of the Addressables version. Can you update the packege or are constrained by Unity version?
I actually managed to get the key (address) via: Addressables.LoadResourceLocationsAsync(assetReference).WaitForCompletion().First()?.PrimaryKey...
Loading sprite via Addressables still appears to be an issue in version 1.19.11. When I use Addressables.LoadAssetAsync<Sprite>(address); I get an...
Hey Maxime, thanks for reply. I'm using ucd version 0.10.5. Let me know if you need more info
I'm trying to implement CI for addressables groups and I'm testing the cli tool. I call next comands ucd entries sync ./ and then ucd releases...
Could it be the camera depth issue, because the material is semi-transparent, so it breaks the batch in order to overlay them correctly?
Alright, I guess I have more clear pucture now of how it works. Thanks for taking the time to discuss this. Btw, I finally managed to wrap up...
This is the exact problem I'm trying to avoid and I created this thread for :) I've managed to find the thread where Bill actually explains this...
Releasing assets after destroying MB makes sense, the GC will kick in and release the memory. But, as far as I understand it, If you instantiate...
Alright, let's say I have GameObject which I got by instantiating prefab via Addressables.InstantiateAsync(). So now I would like to remove some...
Yeah, but an idea here is to exclude those scenes from build and then download/load them dynamically. If you tick that check box in Build Settings...