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found that this works to update the ui, but it actually doesn't mark it as modified. using any sort of save on the project won't save the settings...
I found that forcing a script reload can do the trick (EditorUtility.RequestScriptReload();), but it seems a bit excessive. is there a simple way...
so to make an editor that previews things or is used to tweak things but not bound to a particular object then we have to figure out how to add...
is there any way to setup undo/redo on normal UITK fields like the checkbox, intSlider, etc?
any update on this? would love to not have to tell people you can't undo this, can't undo that.
is there an ECD on adding it to the UI Builder? I would really like to use it, and am currently on unity v2021.3.5f1.
ok... this happened after I switched to mobile platform, and clearing out the library file seemed to fix it...
I haven't found a solid solution for this yet, but I am getting this 4 times for each tpsheet file I have after I run Reload Sprite Sheets...
I have In App Purchasing installed, 4.1.3, but running GooglePlayStoreExtension.RestoreTransactions(OnRestore) I am only seeing it get called,...
after clearing all cache, rebuilding the addressables bundles, then building and deploying those onto our firebase storage, and finally installing...
bump I am getting this exception from addressables... 2021/06/09 14:18:28.369 19457 24612 Error Unity RemoteProviderException : TextDataProvider...
Thank you... upon further inspection (reviewing the Group settings like you said) I found my bundles weren't using asset cache. after changing...
I am also getting an issue where the cacheing isn't running, and the application grabs the whole bundle each time.
I used the code in this post to find the caching location, and viewing said location I only see the hash and the json file, it does not contain...
There is a way, and it is how I will be doing it from now on cause it works very well, you can use the <custom> setting, in conjunction with the...
unity 2019.1.4f1 and Addressables v 1.16.16. in a fit of frustration I tried to make a sample project with similar setup and it didn't do this....
When I load the game from unity, built with Play Mode Script set to Use Existing Build, I get perfect performance. the assets load (from my...
I removed the base variables and replaced them with my own as I was developing my app and so far this is what is happening. When I load the game...
what issues could arise that would prevent a scene in a bundle from loading, producing a "Scene couldn't be loaded because it has not been added...
I am having this issue, but only on assets brought in by one package. I have other packages that come in and render their text mesh pro assets...