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SERIOUSLY... Not even an official reply here on the matter, I accidentally found out about this after updating an old app because of a user's...
I recommend 5.3.4, 5.3.3 was definitely sketchy, but 5.3.4 is so far so good!
Hey Kogen, I believe all those builder methods are supposed to be called before you call UnityPurchasing.Initialize, so even before your...
I see, .hasReceipt only states that there IS a receipt then, not that it is validated, thanks for the clarification @Banderous.
Isn't receipt validation automatic in Android though? Your product.hasReceipt methods should be returning true on Android even after...
Hey again @Banderous ! Is it not how the lib is working for Android right now? Apparently on Android .hasReceipt is returning true, even after...
@Banderous Since I got your attention... :) Wouldn't it now be the natural evolution to have the Unity IAP lib just run these validators behind...
@Banderous Excellent! I do have a question about how the receipt works though: I noticed that if I call IAppleExtensions.RefreshAppReceipt, I get...
p.metadata.localizedPriceString Where p is a Product object from IStoreController.products.all Oh, you can also use p.metadata.localizedPrice,...
@Banderous Glad to hear, I actually implemented the simplest workaround I could think as a contingency issue, if anyone else is wondering: I'm...
I'm having a terrible issue in iOS. Every time the user restarts the app Unity's IAP loses the purchase receipt from non-consumable items the user...
@shibasaki : Have you tried/can you try 5.3? If you can still repro it in 5.3 you should file a new bug report!
Hi everyone, So, what's the official stance on the Canvas Scaler issue with Dynamic Fonts? It just doesn't work properly most of the time, we're...
Update from 5.3 land: Like I said I was having a 100% repro rate for this issue in my game, just a mere 2-3 minutes in the game I'd get the...
Do you have a lot of UI elements though? Multi-threading works for any number of canvases, I suppose the bug is just more common when you have a...
Well, they usually use the bug report number on their patch notes, and my issue is still open in their bug tracker, so I wouldn't hold my breath...
Yeah, it really sounds like someone forgot a lock somewhere, and one canvas' thread is corrupting the memory of another.
On my project it happens everytime when running on iOS. It started happening when they introduced multi-threaded rendering for the UI, I'm sure it...
No workaround I'm affraid. =( We compile this game using 5.1, because I'm 99% sure this is a bug in the multi-threaded UI rendering...
I understand, I've been having a back and forth with you QA guys, and last I heard you were having trouble reproducing, even with my repro...